@babylonjs/core 8.36.0 → 8.36.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (149) hide show
  1. package/Actions/action.d.ts +5 -0
  2. package/Actions/action.js.map +1 -1
  3. package/Actions/actionManager.js +6 -2
  4. package/Actions/actionManager.js.map +1 -1
  5. package/Animations/runtimeAnimation.d.ts +0 -2
  6. package/Animations/runtimeAnimation.js +3 -5
  7. package/Animations/runtimeAnimation.js.map +1 -1
  8. package/AudioV2/abstractAudio/abstractSound.js +1 -0
  9. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  10. package/AudioV2/webAudio/webAudioStaticSound.js +8 -3
  11. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  12. package/Collisions/gpuPicker.js +0 -1
  13. package/Collisions/gpuPicker.js.map +1 -1
  14. package/Decorators/nodeDecorator.d.ts +3 -1
  15. package/Decorators/nodeDecorator.js +2 -0
  16. package/Decorators/nodeDecorator.js.map +1 -1
  17. package/Engines/Native/nativeInterfaces.d.ts +1 -1
  18. package/Engines/Native/nativeInterfaces.js.map +1 -1
  19. package/Engines/abstractEngine.js +2 -2
  20. package/Engines/abstractEngine.js.map +1 -1
  21. package/Engines/nativeEngine.js +12 -13
  22. package/Engines/nativeEngine.js.map +1 -1
  23. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.d.ts +2 -2
  24. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
  25. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
  26. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +1 -1
  27. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  28. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.d.ts +44 -0
  29. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +152 -0
  30. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -0
  31. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.d.ts +2 -2
  32. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +2 -2
  33. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
  34. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.d.ts +2 -2
  35. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +2 -2
  36. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
  37. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.d.ts +2 -2
  38. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js +2 -2
  39. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js.map +1 -1
  40. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.d.ts +2 -2
  41. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +2 -2
  42. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
  43. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.d.ts +2 -2
  44. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js +2 -2
  45. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js.map +1 -1
  46. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.d.ts +2 -2
  47. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.js +2 -2
  48. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.js.map +1 -1
  49. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.d.ts +2 -2
  50. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +2 -2
  51. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
  52. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.d.ts +2 -2
  53. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js +2 -2
  54. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js.map +1 -1
  55. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.d.ts +2 -2
  56. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js +2 -2
  57. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js.map +1 -1
  58. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.d.ts +2 -2
  59. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js +2 -2
  60. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js.map +1 -1
  61. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.d.ts +2 -2
  62. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js +3 -3
  63. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js.map +1 -1
  64. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.d.ts +2 -2
  65. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js +2 -2
  66. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js.map +1 -1
  67. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.d.ts +3 -3
  68. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js +3 -3
  69. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js.map +1 -1
  70. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.d.ts +2 -2
  71. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.js +2 -2
  72. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.js.map +1 -1
  73. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.d.ts +2 -2
  74. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.js +4 -4
  75. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.js.map +1 -1
  76. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.d.ts +2 -2
  77. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js +2 -2
  78. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js.map +1 -1
  79. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.d.ts +2 -2
  80. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js +2 -2
  81. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js.map +1 -1
  82. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.d.ts +17 -1
  83. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +70 -0
  84. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  85. package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +7 -1
  86. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +8 -2
  87. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  88. package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +1 -1
  89. package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -1
  90. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +4 -4
  91. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -3
  92. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  93. package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +7 -1
  94. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +4 -1
  95. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  96. package/FrameGraph/frameGraphContext.d.ts +8 -1
  97. package/FrameGraph/frameGraphContext.js +9 -0
  98. package/FrameGraph/frameGraphContext.js.map +1 -1
  99. package/FrameGraph/frameGraphRenderContext.d.ts +4 -2
  100. package/FrameGraph/frameGraphRenderContext.js +11 -5
  101. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  102. package/FrameGraph/frameGraphTask.d.ts +8 -0
  103. package/FrameGraph/frameGraphTask.js +12 -0
  104. package/FrameGraph/frameGraphTask.js.map +1 -1
  105. package/Materials/Textures/mirrorTexture.js +4 -1
  106. package/Materials/Textures/mirrorTexture.js.map +1 -1
  107. package/Maths/math.like.d.ts +2 -7
  108. package/Maths/math.like.js.map +1 -1
  109. package/Maths/math.vector.functions.d.ts +7 -10
  110. package/Maths/math.vector.functions.js +3 -14
  111. package/Maths/math.vector.functions.js.map +1 -1
  112. package/Misc/copyTextureToTexture.d.ts +10 -0
  113. package/Misc/copyTextureToTexture.js +15 -0
  114. package/Misc/copyTextureToTexture.js.map +1 -1
  115. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +1 -1
  116. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  117. package/Particles/Node/Blocks/systemBlock.d.ts +0 -4
  118. package/Particles/Node/Blocks/systemBlock.js +0 -7
  119. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  120. package/Particles/Node/nodeParticleSystemSet.helper.js +53 -18
  121. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  122. package/Physics/v2/IPhysicsEnginePlugin.d.ts +1 -1
  123. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  124. package/Physics/v2/Plugins/havokPlugin.d.ts +27 -4
  125. package/Physics/v2/Plugins/havokPlugin.js +72 -8
  126. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  127. package/Physics/v2/physicsEngine.d.ts +12 -2
  128. package/Physics/v2/physicsEngine.js +15 -1
  129. package/Physics/v2/physicsEngine.js.map +1 -1
  130. package/Shaders/picking.fragment.js +1 -1
  131. package/Shaders/picking.fragment.js.map +1 -1
  132. package/Shaders/picking.vertex.js +1 -1
  133. package/Shaders/picking.vertex.js.map +1 -1
  134. package/ShadersWGSL/picking.fragment.js +1 -1
  135. package/ShadersWGSL/picking.fragment.js.map +1 -1
  136. package/ShadersWGSL/picking.vertex.js +1 -1
  137. package/ShadersWGSL/picking.vertex.js.map +1 -1
  138. package/Sprites/spriteRenderer.js +10 -8
  139. package/Sprites/spriteRenderer.js.map +1 -1
  140. package/XR/features/WebXRLightEstimation.d.ts +8 -0
  141. package/XR/features/WebXRLightEstimation.js +6 -1
  142. package/XR/features/WebXRLightEstimation.js.map +1 -1
  143. package/assetContainer.d.ts +1 -1
  144. package/assetContainer.js +1 -1
  145. package/assetContainer.js.map +1 -1
  146. package/package.json +1 -1
  147. package/scene.d.ts +1 -1
  148. package/scene.js +2 -6
  149. package/scene.js.map +1 -1
@@ -23,6 +23,7 @@ export class AbstractSound extends AbstractSoundSource {
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  this._state = 1 /* SoundState.Stopped */;
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  this.onEndedObservable.notifyObservers(this);
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  }
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+ instance.dispose();
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  };
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  }
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  /**
@@ -1 +1 @@
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Defaults to `false`.\n */\n autoplay: boolean;\n /**\n * The maximum number of instances that can play at the same time. Defaults to `Infinity`.\n */\n maxInstances: number;\n}\n\n/** @internal */\nexport interface IAbstractSoundPlayOptionsBase {\n /**\n * Whether the sound should loop. Defaults to `false`.\n */\n loop: boolean;\n /**\n * The time within the sound buffer to start playing at, in seconds. Defaults to `0`.\n */\n startOffset: number;\n}\n\n/**\n * Options for creating a sound.\n */\nexport interface IAbstractSoundOptions extends IAbstractSoundOptionsBase, IAbstractSoundPlayOptions, ISoundSourceOptions {}\n\n/**\n * Options for playing a sound.\n */\nexport interface IAbstractSoundPlayOptions extends IAbstractSoundPlayOptionsBase, IVolumeAudioOptions {}\n\n/**\n * Options stored in a sound.\n * @internal\n */\nexport interface IAbstractSoundStoredOptions extends IAbstractSoundOptionsBase, IAbstractSoundPlayOptionsBase {}\n\n/**\n * Abstract class representing a sound in the audio engine.\n */\nexport abstract class AbstractSound extends AbstractSoundSource {\n private _newestInstance: Nullable<_AbstractSoundInstance> = null;\n private _privateInstances = new Set<_AbstractSoundInstance>();\n private _state: SoundState = SoundState.Stopped;\n\n protected _instances: ReadonlySet<_AbstractSoundInstance> = this._privateInstances;\n protected abstract readonly _options: IAbstractSoundStoredOptions;\n\n /**\n * Observable for when the sound stops playing.\n */\n public readonly onEndedObservable = new Observable<AbstractSound>();\n\n protected constructor(name: string, engine: AudioEngineV2) {\n super(name, engine, AudioNodeType.HAS_INPUTS_AND_OUTPUTS); // Inputs are for instances.\n }\n\n /**\n * The number of active instances of the sound that are currently playing.\n */\n public get activeInstancesCount(): number {\n return this._instances.size;\n }\n\n /**\n * Whether the sound should start playing automatically. Defaults to `false`.\n */\n public get autoplay(): boolean {\n return this._options.autoplay;\n }\n\n /**\n * The current playback time of the sound, in seconds.\n */\n public get currentTime(): number {\n const instance = this._getNewestInstance();\n return instance ? instance.currentTime : 0;\n }\n\n public set currentTime(value: number) {\n this.startOffset = value;\n\n const instance = this._getNewestInstance();\n if (instance) {\n instance.currentTime = value;\n }\n }\n\n /**\n * Whether the sound should loop. Defaults to `false`.\n */\n public get loop(): boolean {\n return this._options.loop;\n }\n\n public set loop(value: boolean) {\n this._options.loop = value;\n }\n\n /**\n * The maximum number of instances that can play at the same time. Defaults to `Infinity`.\n */\n public get maxInstances(): number {\n return this._options.maxInstances;\n }\n\n public set maxInstances(value: number) {\n this._options.maxInstances = value;\n }\n\n /**\n * The time within the sound buffer to start playing at, in seconds. Defaults to `0`.\n */\n public get startOffset(): number {\n return this._options.startOffset;\n }\n\n public set startOffset(value: number) {\n this._options.startOffset = value;\n }\n\n /**\n * The state of the sound.\n */\n public get state(): SoundState {\n return this._state;\n }\n\n /**\n * Releases associated resources.\n */\n public override dispose(): void {\n super.dispose();\n\n this.stop();\n\n this._newestInstance = null;\n\n this._privateInstances.clear();\n this.onEndedObservable.clear();\n }\n\n /**\n * Plays the sound.\n * - Triggers `onEndedObservable` if played for the full duration and the `loop` option is not set.\n * @param options The options to use when playing the sound. Options set here override the sound's options.\n */\n public abstract play(options?: Partial<IAbstractSoundPlayOptions>): void;\n\n /**\n * Pauses the sound.\n */\n public pause(): void {\n const it = this._instances.values();\n for (let next = it.next(); !next.done; next = it.next()) {\n next.value.pause();\n }\n\n this._state = SoundState.Paused;\n }\n\n /**\n * Resumes the sound.\n */\n public resume(): void {\n if (this._state !== SoundState.Paused) {\n return;\n }\n\n const it = this._instances.values();\n for (let next = it.next(); !next.done; next = it.next()) {\n next.value.resume();\n }\n\n this._state = SoundState.Started;\n }\n\n /**\n * Stops the sound.\n * - Triggers `onEndedObservable` if the sound is playing.\n */\n public abstract stop(): void;\n\n protected _beforePlay(instance: _AbstractSoundInstance): void {\n if (this.state === SoundState.Paused && this._instances.size > 0) {\n this.resume();\n return;\n }\n\n instance.onEndedObservable.addOnce(this._onInstanceEnded);\n this._privateInstances.add(instance);\n this._newestInstance = instance;\n }\n\n protected _afterPlay(instance: _AbstractSoundInstance): void {\n this._state = instance.state;\n }\n\n protected _getNewestInstance(): Nullable<_AbstractSoundInstance> {\n if (this._instances.size === 0) {\n return null;\n }\n\n if (!this._newestInstance) {\n const it = this._instances.values();\n for (let next = it.next(); !next.done; next = it.next()) {\n this._newestInstance = next.value;\n }\n }\n\n return this._newestInstance;\n }\n\n protected _setState(state: SoundState): void {\n this._state = state;\n }\n\n protected abstract _createInstance(): _AbstractSoundInstance;\n\n protected _stopExcessInstances(): void {\n if (this.maxInstances < Infinity) {\n const numberOfInstancesToStop = Array.from(this._instances).filter((instance) => instance.state === SoundState.Started).length - this.maxInstances;\n const it = this._instances.values();\n\n for (let i = 0; i < numberOfInstancesToStop; i++) {\n const instance = it.next().value;\n instance.stop();\n }\n }\n }\n\n private _onInstanceEnded: (instance: _AbstractSoundInstance) => void = (instance) => {\n if (this._newestInstance === instance) {\n this._newestInstance = null;\n }\n\n this._privateInstances.delete(instance);\n\n if (this._instances.size === 0) {\n this._state = SoundState.Stopped;\n this.onEndedObservable.notifyObservers(this);\n }\n };\n}\n"]}
1
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Defaults to `false`.\n */\n autoplay: boolean;\n /**\n * The maximum number of instances that can play at the same time. Defaults to `Infinity`.\n */\n maxInstances: number;\n}\n\n/** @internal */\nexport interface IAbstractSoundPlayOptionsBase {\n /**\n * Whether the sound should loop. Defaults to `false`.\n */\n loop: boolean;\n /**\n * The time within the sound buffer to start playing at, in seconds. Defaults to `0`.\n */\n startOffset: number;\n}\n\n/**\n * Options for creating a sound.\n */\nexport interface IAbstractSoundOptions extends IAbstractSoundOptionsBase, IAbstractSoundPlayOptions, ISoundSourceOptions {}\n\n/**\n * Options for playing a sound.\n */\nexport interface IAbstractSoundPlayOptions extends IAbstractSoundPlayOptionsBase, IVolumeAudioOptions {}\n\n/**\n * Options stored in a sound.\n * @internal\n */\nexport interface IAbstractSoundStoredOptions extends IAbstractSoundOptionsBase, IAbstractSoundPlayOptionsBase {}\n\n/**\n * Abstract class representing a sound in the audio engine.\n */\nexport abstract class AbstractSound extends AbstractSoundSource {\n private _newestInstance: Nullable<_AbstractSoundInstance> = null;\n private _privateInstances = new Set<_AbstractSoundInstance>();\n private _state: SoundState = SoundState.Stopped;\n\n protected _instances: ReadonlySet<_AbstractSoundInstance> = this._privateInstances;\n protected abstract readonly _options: IAbstractSoundStoredOptions;\n\n /**\n * Observable for when the sound stops playing.\n */\n public readonly onEndedObservable = new Observable<AbstractSound>();\n\n protected constructor(name: string, engine: AudioEngineV2) {\n super(name, engine, AudioNodeType.HAS_INPUTS_AND_OUTPUTS); // Inputs are for instances.\n }\n\n /**\n * The number of active instances of the sound that are currently playing.\n */\n public get activeInstancesCount(): number {\n return this._instances.size;\n }\n\n /**\n * Whether the sound should start playing automatically. Defaults to `false`.\n */\n public get autoplay(): boolean {\n return this._options.autoplay;\n }\n\n /**\n * The current playback time of the sound, in seconds.\n */\n public get currentTime(): number {\n const instance = this._getNewestInstance();\n return instance ? instance.currentTime : 0;\n }\n\n public set currentTime(value: number) {\n this.startOffset = value;\n\n const instance = this._getNewestInstance();\n if (instance) {\n instance.currentTime = value;\n }\n }\n\n /**\n * Whether the sound should loop. Defaults to `false`.\n */\n public get loop(): boolean {\n return this._options.loop;\n }\n\n public set loop(value: boolean) {\n this._options.loop = value;\n }\n\n /**\n * The maximum number of instances that can play at the same time. Defaults to `Infinity`.\n */\n public get maxInstances(): number {\n return this._options.maxInstances;\n }\n\n public set maxInstances(value: number) {\n this._options.maxInstances = value;\n }\n\n /**\n * The time within the sound buffer to start playing at, in seconds. Defaults to `0`.\n */\n public get startOffset(): number {\n return this._options.startOffset;\n }\n\n public set startOffset(value: number) {\n this._options.startOffset = value;\n }\n\n /**\n * The state of the sound.\n */\n public get state(): SoundState {\n return this._state;\n }\n\n /**\n * Releases associated resources.\n */\n public override dispose(): void {\n super.dispose();\n\n this.stop();\n\n this._newestInstance = null;\n\n this._privateInstances.clear();\n this.onEndedObservable.clear();\n }\n\n /**\n * Plays the sound.\n * - Triggers `onEndedObservable` if played for the full duration and the `loop` option is not set.\n * @param options The options to use when playing the sound. Options set here override the sound's options.\n */\n public abstract play(options?: Partial<IAbstractSoundPlayOptions>): void;\n\n /**\n * Pauses the sound.\n */\n public pause(): void {\n const it = this._instances.values();\n for (let next = it.next(); !next.done; next = it.next()) {\n next.value.pause();\n }\n\n this._state = SoundState.Paused;\n }\n\n /**\n * Resumes the sound.\n */\n public resume(): void {\n if (this._state !== SoundState.Paused) {\n return;\n }\n\n const it = this._instances.values();\n for (let next = it.next(); !next.done; next = it.next()) {\n next.value.resume();\n }\n\n this._state = SoundState.Started;\n }\n\n /**\n * Stops the sound.\n * - Triggers `onEndedObservable` if the sound is playing.\n */\n public abstract stop(): void;\n\n protected _beforePlay(instance: _AbstractSoundInstance): void {\n if (this.state === SoundState.Paused && this._instances.size > 0) {\n this.resume();\n return;\n }\n\n instance.onEndedObservable.addOnce(this._onInstanceEnded);\n this._privateInstances.add(instance);\n this._newestInstance = instance;\n }\n\n protected _afterPlay(instance: _AbstractSoundInstance): void {\n this._state = instance.state;\n }\n\n protected _getNewestInstance(): Nullable<_AbstractSoundInstance> {\n if (this._instances.size === 0) {\n return null;\n }\n\n if (!this._newestInstance) {\n const it = this._instances.values();\n for (let next = it.next(); !next.done; next = it.next()) {\n this._newestInstance = next.value;\n }\n }\n\n return this._newestInstance;\n }\n\n protected _setState(state: SoundState): void {\n this._state = state;\n }\n\n protected abstract _createInstance(): _AbstractSoundInstance;\n\n protected _stopExcessInstances(): void {\n if (this.maxInstances < Infinity) {\n const numberOfInstancesToStop = Array.from(this._instances).filter((instance) => instance.state === SoundState.Started).length - this.maxInstances;\n const it = this._instances.values();\n\n for (let i = 0; i < numberOfInstancesToStop; i++) {\n const instance = it.next().value;\n instance.stop();\n }\n }\n }\n\n private _onInstanceEnded: (instance: _AbstractSoundInstance) => void = (instance) => {\n if (this._newestInstance === instance) {\n this._newestInstance = null;\n }\n\n this._privateInstances.delete(instance);\n\n if (this._instances.size === 0) {\n this._state = SoundState.Stopped;\n this.onEndedObservable.notifyObservers(this);\n }\n\n instance.dispose();\n };\n}\n"]}
@@ -275,8 +275,11 @@ class _WebAudioStaticSoundInstance extends _StaticSoundInstance {
275
275
  set currentTime(value) {
276
276
  const restart = this._state === 2 /* SoundState.Starting */ || this._state === 3 /* SoundState.Started */;
277
277
  if (restart) {
278
- this.stop();
278
+ // Stop source node without sending `onEndedObservable` so instance's `dispose` function is not called.
279
+ const sourceNode = this._sourceNode;
279
280
  this._deinitSourceNode();
281
+ sourceNode?.stop();
282
+ this._state = 1 /* SoundState.Stopped */;
280
283
  }
281
284
  this._options.startOffset = value;
282
285
  if (restart) {
@@ -363,10 +366,12 @@ class _WebAudioStaticSoundInstance extends _StaticSoundInstance {
363
366
  if (this._state === 1 /* SoundState.Stopped */) {
364
367
  return;
365
368
  }
366
- this._setState(1 /* SoundState.Stopped */);
367
369
  const engineStopTime = this.engine.currentTime + (options.waitTime ?? 0);
368
370
  this._sourceNode?.stop(engineStopTime);
369
- this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);
371
+ if (options.waitTime === undefined || options.waitTime <= 0) {
372
+ this._setState(1 /* SoundState.Stopped */);
373
+ this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);
374
+ }
370
375
  }
371
376
  _connect(node) {
372
377
  const connected = super._connect(node);
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\nimport type { AbstractAudioNode } from \"../abstractAudio/abstractAudioNode\";\nimport type { IStaticSoundCloneOptions, IStaticSoundOptions, IStaticSoundPlayOptions, IStaticSoundStopOptions, IStaticSoundStoredOptions } from \"../abstractAudio/staticSound\";\nimport { StaticSound } from \"../abstractAudio/staticSound\";\nimport type { IStaticSoundBufferCloneOptions, IStaticSoundBufferOptions } from \"../abstractAudio/staticSoundBuffer\";\nimport { StaticSoundBuffer } from \"../abstractAudio/staticSoundBuffer\";\nimport type { IStaticSoundInstanceOptions } from \"../abstractAudio/staticSoundInstance\";\nimport { _StaticSoundInstance } from \"../abstractAudio/staticSoundInstance\";\nimport { _HasSpatialAudioOptions } from \"../abstractAudio/subProperties/abstractSpatialAudio\";\nimport type { _SpatialAudio } from \"../abstractAudio/subProperties/spatialAudio\";\nimport { _StereoAudio } from \"../abstractAudio/subProperties/stereoAudio\";\nimport { _CleanUrl, _FileExtensionRegex } from \"../audioUtils\";\nimport { SoundState } from \"../soundState\";\nimport { _WebAudioParameterComponent } from \"./components/webAudioParameterComponent\";\nimport { _WebAudioBusAndSoundSubGraph } from \"./subNodes/webAudioBusAndSoundSubGraph\";\nimport { _SpatialWebAudio } from \"./subProperties/spatialWebAudio\";\nimport type { _WebAudioEngine } from \"./webAudioEngine\";\nimport type { IWebAudioInNode, IWebAudioOutNode, IWebAudioSuperNode } from \"./webAudioNode\";\n\ntype StaticSoundSourceType = ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[];\n\n/** @internal */\nexport class _WebAudioStaticSound extends StaticSound implements IWebAudioSuperNode {\n private _buffer: _WebAudioStaticSoundBuffer;\n private _spatial: Nullable<_SpatialWebAudio> = null;\n private readonly _spatialAutoUpdate: boolean = true;\n private readonly _spatialMinUpdateTime: number = 0;\n private _stereo: Nullable<_StereoAudio> = null;\n\n protected override readonly _options: IStaticSoundStoredOptions;\n protected _subGraph: _WebAudioBusAndSoundSubGraph;\n\n /** @internal */\n public _audioContext: AudioContext | OfflineAudioContext;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n /** @internal */\n public constructor(name: string, engine: _WebAudioEngine, options: Partial<IStaticSoundOptions>) {\n super(name, engine);\n\n if (typeof options.spatialAutoUpdate === \"boolean\") {\n this._spatialAutoUpdate = options.spatialAutoUpdate;\n }\n\n if (typeof options.spatialMinUpdateTime === \"number\") {\n this._spatialMinUpdateTime = options.spatialMinUpdateTime;\n }\n\n this._options = {\n autoplay: options.autoplay ?? false,\n duration: options.duration ?? 0,\n loop: options.loop ?? false,\n loopEnd: options.loopEnd ?? 0,\n loopStart: options.loopStart ?? 0,\n maxInstances: options.maxInstances ?? Infinity,\n pitch: options.pitch ?? 0,\n playbackRate: options.playbackRate ?? 1,\n startOffset: options.startOffset ?? 0,\n };\n\n this._subGraph = new _WebAudioStaticSound._SubGraph(this);\n }\n\n /** @internal */\n public async _initAsync(source: StaticSoundSourceType, options: Partial<IStaticSoundOptions>): Promise<void> {\n this._audioContext = this.engine._audioContext;\n\n if (source instanceof _WebAudioStaticSoundBuffer) {\n this._buffer = source;\n } else if (typeof source === \"string\" || Array.isArray(source) || source instanceof ArrayBuffer || source instanceof AudioBuffer) {\n this._buffer = (await this.engine.createSoundBufferAsync(source, options)) as _WebAudioStaticSoundBuffer;\n }\n\n if (options.outBus) {\n this.outBus = options.outBus;\n } else if (options.outBusAutoDefault !== false) {\n await this.engine.isReadyPromise;\n this.outBus = this.engine.defaultMainBus;\n }\n\n await this._subGraph.initAsync(options);\n\n if (_HasSpatialAudioOptions(options)) {\n this._initSpatialProperty();\n }\n\n if (options.autoplay) {\n this.play();\n }\n\n this.engine._addSound(this);\n }\n\n /** @internal */\n public get buffer(): _WebAudioStaticSoundBuffer {\n return this._buffer;\n }\n\n /** @internal */\n public get _inNode() {\n return this._subGraph._inNode;\n }\n\n /** @internal */\n public get _outNode() {\n return this._subGraph._outNode;\n }\n\n /** @internal */\n public override get spatial(): _SpatialAudio {\n if (this._spatial) {\n return this._spatial;\n }\n return this._initSpatialProperty();\n }\n\n /** @internal */\n public override get stereo(): _StereoAudio {\n return this._stereo ?? (this._stereo = new _StereoAudio(this._subGraph));\n }\n\n /** @internal */\n public override async cloneAsync(options: Nullable<Partial<IStaticSoundCloneOptions>> = null): Promise<StaticSound> {\n const clone = await this.engine.createSoundAsync(this.name, options?.cloneBuffer ? this.buffer.clone() : this.buffer, this._options);\n\n clone.outBus = options?.outBus ? options.outBus : this.outBus;\n\n return clone;\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._spatial?.dispose();\n this._spatial = null;\n\n this._stereo = null;\n\n this._subGraph.dispose();\n\n this.engine._removeSound(this);\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStaticSound\";\n }\n\n protected _createInstance(): _WebAudioStaticSoundInstance {\n return new _WebAudioStaticSoundInstance(this, this._options);\n }\n\n protected override _connect(node: IWebAudioInNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the subgraph.\n if (node._inNode) {\n this._outNode?.connect(node._inNode);\n }\n\n return true;\n }\n\n protected override _disconnect(node: IWebAudioInNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node._inNode) {\n this._outNode?.disconnect(node._inNode);\n }\n\n return true;\n }\n\n private _initSpatialProperty(): _SpatialAudio {\n if (!this._spatial) {\n this._spatial = new _SpatialWebAudio(this._subGraph, this._spatialAutoUpdate, this._spatialMinUpdateTime);\n }\n\n return this._spatial;\n }\n\n private static _SubGraph = class extends _WebAudioBusAndSoundSubGraph {\n protected override _owner: _WebAudioStaticSound;\n\n protected get _downstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._downstreamNodes ?? null;\n }\n\n protected get _upstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._upstreamNodes ?? null;\n }\n };\n}\n\n/** @internal */\nexport class _WebAudioStaticSoundBuffer extends StaticSoundBuffer {\n /** @internal */\n public _audioBuffer: AudioBuffer;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n /** @internal */\n public constructor(engine: _WebAudioEngine) {\n super(engine);\n }\n\n public async _initAsync(source: StaticSoundSourceType, options: Partial<IStaticSoundBufferOptions>): Promise<void> {\n if (source instanceof AudioBuffer) {\n this._audioBuffer = source;\n } else if (typeof source === \"string\") {\n await this._initFromUrlAsync(source);\n } else if (Array.isArray(source)) {\n await this._initFromUrlsAsync(source, options.skipCodecCheck ?? false);\n } else if (source instanceof ArrayBuffer) {\n await this._initFromArrayBufferAsync(source);\n }\n }\n\n /** @internal */\n public get channelCount(): number {\n return this._audioBuffer.numberOfChannels;\n }\n\n /** @internal */\n public get duration(): number {\n return this._audioBuffer.duration;\n }\n\n /** @internal */\n public get length(): number {\n return this._audioBuffer.length;\n }\n\n /** @internal */\n public get sampleRate(): number {\n return this._audioBuffer.sampleRate;\n }\n\n /** @internal */\n public override clone(options: Nullable<Partial<IStaticSoundBufferCloneOptions>> = null): StaticSoundBuffer {\n const audioBuffer = new AudioBuffer({\n length: this._audioBuffer.length,\n numberOfChannels: this._audioBuffer.numberOfChannels,\n sampleRate: this._audioBuffer.sampleRate,\n });\n\n for (let i = 0; i < this._audioBuffer.numberOfChannels; i++) {\n audioBuffer.copyToChannel(this._audioBuffer.getChannelData(i), i);\n }\n\n const buffer = new _WebAudioStaticSoundBuffer(this.engine);\n buffer._audioBuffer = audioBuffer;\n buffer.name = options?.name ? options.name : this.name;\n\n return buffer;\n }\n\n private async _initFromArrayBufferAsync(arrayBuffer: ArrayBuffer): Promise<void> {\n this._audioBuffer = await this.engine._audioContext.decodeAudioData(arrayBuffer);\n }\n\n private async _initFromUrlAsync(url: string): Promise<void> {\n url = _CleanUrl(url);\n await this._initFromArrayBufferAsync(await (await fetch(url)).arrayBuffer());\n }\n\n private async _initFromUrlsAsync(urls: string[], skipCodecCheck: boolean): Promise<void> {\n for (const url of urls) {\n if (skipCodecCheck) {\n // eslint-disable-next-line no-await-in-loop\n await this._initFromUrlAsync(url);\n } else {\n const matches = url.match(_FileExtensionRegex);\n const format = matches?.at(1);\n if (format && this.engine.isFormatValid(format)) {\n try {\n // eslint-disable-next-line no-await-in-loop\n await this._initFromUrlAsync(url);\n } catch {\n if (format && 0 < format.length) {\n this.engine.flagInvalidFormat(format);\n }\n }\n }\n }\n\n if (this._audioBuffer) {\n break;\n }\n }\n }\n}\n\n/** @internal */\nclass _WebAudioStaticSoundInstance extends _StaticSoundInstance implements IWebAudioOutNode {\n private _enginePlayTime: number = 0;\n private _enginePauseTime: number = 0;\n private _isConnected: boolean = false;\n private _pitch: Nullable<_WebAudioParameterComponent> = null;\n private _playbackRate: Nullable<_WebAudioParameterComponent> = null;\n private _sourceNode: Nullable<AudioBufferSourceNode> = null;\n private _volumeNode: GainNode;\n\n protected override readonly _options: IStaticSoundInstanceOptions;\n protected override _sound: _WebAudioStaticSound;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n public constructor(sound: _WebAudioStaticSound, options: IStaticSoundInstanceOptions) {\n super(sound);\n\n this._options = options;\n\n this._volumeNode = new GainNode(sound._audioContext);\n this._initSourceNode();\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._pitch?.dispose();\n this._playbackRate?.dispose();\n\n this._sourceNode = null;\n\n this.stop();\n\n this._deinitSourceNode();\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n\n /** @internal */\n public get currentTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n const timeSinceLastStart = this._state === SoundState.Paused ? 0 : this.engine.currentTime - this._enginePlayTime;\n return this._enginePauseTime + timeSinceLastStart + this._options.startOffset;\n }\n\n public set currentTime(value: number) {\n const restart = this._state === SoundState.Starting || this._state === SoundState.Started;\n\n if (restart) {\n this.stop();\n this._deinitSourceNode();\n }\n\n this._options.startOffset = value;\n\n if (restart) {\n this.play();\n }\n }\n\n public get _outNode(): Nullable<AudioNode> {\n return this._volumeNode;\n }\n\n /** @internal */\n public set pitch(value: number) {\n this._pitch?.setTargetValue(value);\n }\n\n /** @internal */\n public set playbackRate(value: number) {\n this._playbackRate?.setTargetValue(value);\n }\n\n /** @internal */\n public get startTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n return this._enginePlayTime;\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStaticSoundInstance\";\n }\n\n /** @internal */\n public play(options: Partial<IStaticSoundPlayOptions> = {}): void {\n if (this._state === SoundState.Started) {\n return;\n }\n\n if (options.duration !== undefined) {\n this._options.duration = options.duration;\n }\n if (options.loop !== undefined) {\n this._options.loop = options.loop;\n }\n if (options.loopStart !== undefined) {\n this._options.loopStart = options.loopStart;\n }\n if (options.loopEnd !== undefined) {\n this._options.loopEnd = options.loopEnd;\n }\n if (options.startOffset !== undefined) {\n this._options.startOffset = options.startOffset;\n }\n\n let startOffset = this._options.startOffset;\n\n if (this._state === SoundState.Paused) {\n startOffset += this.currentTime;\n startOffset %= this._sound.buffer.duration;\n }\n\n this._enginePlayTime = this.engine.currentTime + (options.waitTime ?? 0);\n\n this._volumeNode.gain.value = options.volume ?? 1;\n\n this._initSourceNode();\n\n if (this.engine.state === \"running\") {\n this._setState(SoundState.Started);\n this._sourceNode?.start(this._enginePlayTime, startOffset, this._options.duration > 0 ? this._options.duration : undefined);\n } else if (this._options.loop) {\n this._setState(SoundState.Starting);\n this.engine.stateChangedObservable.add(this._onEngineStateChanged);\n }\n }\n\n /** @internal */\n public pause(): void {\n if (this._state === SoundState.Paused) {\n return;\n }\n\n this._setState(SoundState.Paused);\n this._enginePauseTime += this.engine.currentTime - this._enginePlayTime;\n\n this._sourceNode?.stop();\n this._deinitSourceNode();\n }\n\n /** @internal */\n public resume(): void {\n if (this._state === SoundState.Paused) {\n this.play();\n }\n }\n\n /** @internal */\n public stop(options: Partial<IStaticSoundStopOptions> = {}): void {\n if (this._state === SoundState.Stopped) {\n return;\n }\n\n this._setState(SoundState.Stopped);\n\n const engineStopTime = this.engine.currentTime + (options.waitTime ?? 0);\n this._sourceNode?.stop(engineStopTime);\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n\n protected override _connect(node: AbstractAudioNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the sound's subgraph.\n if (node instanceof _WebAudioStaticSound && node._inNode) {\n this._outNode?.connect(node._inNode);\n this._isConnected = true;\n }\n\n return true;\n }\n\n protected override _disconnect(node: AbstractAudioNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node instanceof _WebAudioStaticSound && node._inNode) {\n this._outNode?.disconnect(node._inNode);\n this._isConnected = false;\n }\n\n return true;\n }\n\n protected _onEnded = () => {\n this._enginePlayTime = 0;\n\n this.onEndedObservable.notifyObservers(this);\n this._deinitSourceNode();\n };\n\n private _deinitSourceNode(): void {\n if (!this._sourceNode) {\n return;\n }\n\n if (this._isConnected && !this._disconnect(this._sound)) {\n throw new Error(\"Disconnect failed\");\n }\n\n this._sourceNode.disconnect(this._volumeNode);\n this._sourceNode.removeEventListener(\"ended\", this._onEnded);\n\n this._sourceNode = null;\n }\n\n private _initSourceNode(): void {\n if (!this._sourceNode) {\n this._sourceNode = new AudioBufferSourceNode(this._sound._audioContext, { buffer: this._sound.buffer._audioBuffer });\n\n this._sourceNode.addEventListener(\"ended\", this._onEnded, { once: true });\n this._sourceNode.connect(this._volumeNode);\n\n if (!this._connect(this._sound)) {\n throw new Error(\"Connect failed\");\n }\n\n this._pitch = new _WebAudioParameterComponent(this.engine, this._sourceNode.detune);\n this._playbackRate = new _WebAudioParameterComponent(this.engine, this._sourceNode.playbackRate);\n }\n\n const node = this._sourceNode;\n node.detune.value = this._sound.pitch;\n node.loop = this._options.loop;\n node.loopEnd = this._options.loopEnd;\n node.loopStart = this._options.loopStart;\n node.playbackRate.value = this._sound.playbackRate;\n }\n\n private _onEngineStateChanged = () => {\n if (this.engine.state !== \"running\") {\n return;\n }\n\n if (this._options.loop && this.state === SoundState.Starting) {\n this.play();\n }\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n };\n}\n"]}
1
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type { Nullable } from \"../../types\";\nimport type { AbstractAudioNode } from \"../abstractAudio/abstractAudioNode\";\nimport type { IStaticSoundCloneOptions, IStaticSoundOptions, IStaticSoundPlayOptions, IStaticSoundStopOptions, IStaticSoundStoredOptions } from \"../abstractAudio/staticSound\";\nimport { StaticSound } from \"../abstractAudio/staticSound\";\nimport type { IStaticSoundBufferCloneOptions, IStaticSoundBufferOptions } from \"../abstractAudio/staticSoundBuffer\";\nimport { StaticSoundBuffer } from \"../abstractAudio/staticSoundBuffer\";\nimport type { IStaticSoundInstanceOptions } from \"../abstractAudio/staticSoundInstance\";\nimport { _StaticSoundInstance } from \"../abstractAudio/staticSoundInstance\";\nimport { _HasSpatialAudioOptions } from \"../abstractAudio/subProperties/abstractSpatialAudio\";\nimport type { _SpatialAudio } from \"../abstractAudio/subProperties/spatialAudio\";\nimport { _StereoAudio } from \"../abstractAudio/subProperties/stereoAudio\";\nimport { _CleanUrl, _FileExtensionRegex } from \"../audioUtils\";\nimport { SoundState } from \"../soundState\";\nimport { _WebAudioParameterComponent } from \"./components/webAudioParameterComponent\";\nimport { _WebAudioBusAndSoundSubGraph } from \"./subNodes/webAudioBusAndSoundSubGraph\";\nimport { _SpatialWebAudio } from \"./subProperties/spatialWebAudio\";\nimport type { _WebAudioEngine } from \"./webAudioEngine\";\nimport type { IWebAudioInNode, IWebAudioOutNode, IWebAudioSuperNode } from \"./webAudioNode\";\n\ntype StaticSoundSourceType = ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[];\n\n/** @internal */\nexport class _WebAudioStaticSound extends StaticSound implements IWebAudioSuperNode {\n private _buffer: _WebAudioStaticSoundBuffer;\n private _spatial: Nullable<_SpatialWebAudio> = null;\n private readonly _spatialAutoUpdate: boolean = true;\n private readonly _spatialMinUpdateTime: number = 0;\n private _stereo: Nullable<_StereoAudio> = null;\n\n protected override readonly _options: IStaticSoundStoredOptions;\n protected _subGraph: _WebAudioBusAndSoundSubGraph;\n\n /** @internal */\n public _audioContext: AudioContext | OfflineAudioContext;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n /** @internal */\n public constructor(name: string, engine: _WebAudioEngine, options: Partial<IStaticSoundOptions>) {\n super(name, engine);\n\n if (typeof options.spatialAutoUpdate === \"boolean\") {\n this._spatialAutoUpdate = options.spatialAutoUpdate;\n }\n\n if (typeof options.spatialMinUpdateTime === \"number\") {\n this._spatialMinUpdateTime = options.spatialMinUpdateTime;\n }\n\n this._options = {\n autoplay: options.autoplay ?? false,\n duration: options.duration ?? 0,\n loop: options.loop ?? false,\n loopEnd: options.loopEnd ?? 0,\n loopStart: options.loopStart ?? 0,\n maxInstances: options.maxInstances ?? Infinity,\n pitch: options.pitch ?? 0,\n playbackRate: options.playbackRate ?? 1,\n startOffset: options.startOffset ?? 0,\n };\n\n this._subGraph = new _WebAudioStaticSound._SubGraph(this);\n }\n\n /** @internal */\n public async _initAsync(source: StaticSoundSourceType, options: Partial<IStaticSoundOptions>): Promise<void> {\n this._audioContext = this.engine._audioContext;\n\n if (source instanceof _WebAudioStaticSoundBuffer) {\n this._buffer = source;\n } else if (typeof source === \"string\" || Array.isArray(source) || source instanceof ArrayBuffer || source instanceof AudioBuffer) {\n this._buffer = (await this.engine.createSoundBufferAsync(source, options)) as _WebAudioStaticSoundBuffer;\n }\n\n if (options.outBus) {\n this.outBus = options.outBus;\n } else if (options.outBusAutoDefault !== false) {\n await this.engine.isReadyPromise;\n this.outBus = this.engine.defaultMainBus;\n }\n\n await this._subGraph.initAsync(options);\n\n if (_HasSpatialAudioOptions(options)) {\n this._initSpatialProperty();\n }\n\n if (options.autoplay) {\n this.play();\n }\n\n this.engine._addSound(this);\n }\n\n /** @internal */\n public get buffer(): _WebAudioStaticSoundBuffer {\n return this._buffer;\n }\n\n /** @internal */\n public get _inNode() {\n return this._subGraph._inNode;\n }\n\n /** @internal */\n public get _outNode() {\n return this._subGraph._outNode;\n }\n\n /** @internal */\n public override get spatial(): _SpatialAudio {\n if (this._spatial) {\n return this._spatial;\n }\n return this._initSpatialProperty();\n }\n\n /** @internal */\n public override get stereo(): _StereoAudio {\n return this._stereo ?? (this._stereo = new _StereoAudio(this._subGraph));\n }\n\n /** @internal */\n public override async cloneAsync(options: Nullable<Partial<IStaticSoundCloneOptions>> = null): Promise<StaticSound> {\n const clone = await this.engine.createSoundAsync(this.name, options?.cloneBuffer ? this.buffer.clone() : this.buffer, this._options);\n\n clone.outBus = options?.outBus ? options.outBus : this.outBus;\n\n return clone;\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._spatial?.dispose();\n this._spatial = null;\n\n this._stereo = null;\n\n this._subGraph.dispose();\n\n this.engine._removeSound(this);\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStaticSound\";\n }\n\n protected _createInstance(): _WebAudioStaticSoundInstance {\n return new _WebAudioStaticSoundInstance(this, this._options);\n }\n\n protected override _connect(node: IWebAudioInNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the subgraph.\n if (node._inNode) {\n this._outNode?.connect(node._inNode);\n }\n\n return true;\n }\n\n protected override _disconnect(node: IWebAudioInNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node._inNode) {\n this._outNode?.disconnect(node._inNode);\n }\n\n return true;\n }\n\n private _initSpatialProperty(): _SpatialAudio {\n if (!this._spatial) {\n this._spatial = new _SpatialWebAudio(this._subGraph, this._spatialAutoUpdate, this._spatialMinUpdateTime);\n }\n\n return this._spatial;\n }\n\n private static _SubGraph = class extends _WebAudioBusAndSoundSubGraph {\n protected override _owner: _WebAudioStaticSound;\n\n protected get _downstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._downstreamNodes ?? null;\n }\n\n protected get _upstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._upstreamNodes ?? null;\n }\n };\n}\n\n/** @internal */\nexport class _WebAudioStaticSoundBuffer extends StaticSoundBuffer {\n /** @internal */\n public _audioBuffer: AudioBuffer;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n /** @internal */\n public constructor(engine: _WebAudioEngine) {\n super(engine);\n }\n\n public async _initAsync(source: StaticSoundSourceType, options: Partial<IStaticSoundBufferOptions>): Promise<void> {\n if (source instanceof AudioBuffer) {\n this._audioBuffer = source;\n } else if (typeof source === \"string\") {\n await this._initFromUrlAsync(source);\n } else if (Array.isArray(source)) {\n await this._initFromUrlsAsync(source, options.skipCodecCheck ?? false);\n } else if (source instanceof ArrayBuffer) {\n await this._initFromArrayBufferAsync(source);\n }\n }\n\n /** @internal */\n public get channelCount(): number {\n return this._audioBuffer.numberOfChannels;\n }\n\n /** @internal */\n public get duration(): number {\n return this._audioBuffer.duration;\n }\n\n /** @internal */\n public get length(): number {\n return this._audioBuffer.length;\n }\n\n /** @internal */\n public get sampleRate(): number {\n return this._audioBuffer.sampleRate;\n }\n\n /** @internal */\n public override clone(options: Nullable<Partial<IStaticSoundBufferCloneOptions>> = null): StaticSoundBuffer {\n const audioBuffer = new AudioBuffer({\n length: this._audioBuffer.length,\n numberOfChannels: this._audioBuffer.numberOfChannels,\n sampleRate: this._audioBuffer.sampleRate,\n });\n\n for (let i = 0; i < this._audioBuffer.numberOfChannels; i++) {\n audioBuffer.copyToChannel(this._audioBuffer.getChannelData(i), i);\n }\n\n const buffer = new _WebAudioStaticSoundBuffer(this.engine);\n buffer._audioBuffer = audioBuffer;\n buffer.name = options?.name ? options.name : this.name;\n\n return buffer;\n }\n\n private async _initFromArrayBufferAsync(arrayBuffer: ArrayBuffer): Promise<void> {\n this._audioBuffer = await this.engine._audioContext.decodeAudioData(arrayBuffer);\n }\n\n private async _initFromUrlAsync(url: string): Promise<void> {\n url = _CleanUrl(url);\n await this._initFromArrayBufferAsync(await (await fetch(url)).arrayBuffer());\n }\n\n private async _initFromUrlsAsync(urls: string[], skipCodecCheck: boolean): Promise<void> {\n for (const url of urls) {\n if (skipCodecCheck) {\n // eslint-disable-next-line no-await-in-loop\n await this._initFromUrlAsync(url);\n } else {\n const matches = url.match(_FileExtensionRegex);\n const format = matches?.at(1);\n if (format && this.engine.isFormatValid(format)) {\n try {\n // eslint-disable-next-line no-await-in-loop\n await this._initFromUrlAsync(url);\n } catch {\n if (format && 0 < format.length) {\n this.engine.flagInvalidFormat(format);\n }\n }\n }\n }\n\n if (this._audioBuffer) {\n break;\n }\n }\n }\n}\n\n/** @internal */\nclass _WebAudioStaticSoundInstance extends _StaticSoundInstance implements IWebAudioOutNode {\n private _enginePlayTime: number = 0;\n private _enginePauseTime: number = 0;\n private _isConnected: boolean = false;\n private _pitch: Nullable<_WebAudioParameterComponent> = null;\n private _playbackRate: Nullable<_WebAudioParameterComponent> = null;\n private _sourceNode: Nullable<AudioBufferSourceNode> = null;\n private _volumeNode: GainNode;\n\n protected override readonly _options: IStaticSoundInstanceOptions;\n protected override _sound: _WebAudioStaticSound;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n public constructor(sound: _WebAudioStaticSound, options: IStaticSoundInstanceOptions) {\n super(sound);\n\n this._options = options;\n\n this._volumeNode = new GainNode(sound._audioContext);\n this._initSourceNode();\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._pitch?.dispose();\n this._playbackRate?.dispose();\n\n this._sourceNode = null;\n\n this.stop();\n\n this._deinitSourceNode();\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n\n /** @internal */\n public get currentTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n const timeSinceLastStart = this._state === SoundState.Paused ? 0 : this.engine.currentTime - this._enginePlayTime;\n return this._enginePauseTime + timeSinceLastStart + this._options.startOffset;\n }\n\n public set currentTime(value: number) {\n const restart = this._state === SoundState.Starting || this._state === SoundState.Started;\n\n if (restart) {\n // Stop source node without sending `onEndedObservable` so instance's `dispose` function is not called.\n const sourceNode = this._sourceNode;\n this._deinitSourceNode();\n sourceNode?.stop();\n this._state = SoundState.Stopped;\n }\n\n this._options.startOffset = value;\n\n if (restart) {\n this.play();\n }\n }\n\n public get _outNode(): Nullable<AudioNode> {\n return this._volumeNode;\n }\n\n /** @internal */\n public set pitch(value: number) {\n this._pitch?.setTargetValue(value);\n }\n\n /** @internal */\n public set playbackRate(value: number) {\n this._playbackRate?.setTargetValue(value);\n }\n\n /** @internal */\n public get startTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n return this._enginePlayTime;\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStaticSoundInstance\";\n }\n\n /** @internal */\n public play(options: Partial<IStaticSoundPlayOptions> = {}): void {\n if (this._state === SoundState.Started) {\n return;\n }\n\n if (options.duration !== undefined) {\n this._options.duration = options.duration;\n }\n if (options.loop !== undefined) {\n this._options.loop = options.loop;\n }\n if (options.loopStart !== undefined) {\n this._options.loopStart = options.loopStart;\n }\n if (options.loopEnd !== undefined) {\n this._options.loopEnd = options.loopEnd;\n }\n if (options.startOffset !== undefined) {\n this._options.startOffset = options.startOffset;\n }\n\n let startOffset = this._options.startOffset;\n\n if (this._state === SoundState.Paused) {\n startOffset += this.currentTime;\n startOffset %= this._sound.buffer.duration;\n }\n\n this._enginePlayTime = this.engine.currentTime + (options.waitTime ?? 0);\n\n this._volumeNode.gain.value = options.volume ?? 1;\n\n this._initSourceNode();\n\n if (this.engine.state === \"running\") {\n this._setState(SoundState.Started);\n this._sourceNode?.start(this._enginePlayTime, startOffset, this._options.duration > 0 ? this._options.duration : undefined);\n } else if (this._options.loop) {\n this._setState(SoundState.Starting);\n this.engine.stateChangedObservable.add(this._onEngineStateChanged);\n }\n }\n\n /** @internal */\n public pause(): void {\n if (this._state === SoundState.Paused) {\n return;\n }\n\n this._setState(SoundState.Paused);\n this._enginePauseTime += this.engine.currentTime - this._enginePlayTime;\n\n this._sourceNode?.stop();\n this._deinitSourceNode();\n }\n\n /** @internal */\n public resume(): void {\n if (this._state === SoundState.Paused) {\n this.play();\n }\n }\n\n /** @internal */\n public stop(options: Partial<IStaticSoundStopOptions> = {}): void {\n if (this._state === SoundState.Stopped) {\n return;\n }\n\n const engineStopTime = this.engine.currentTime + (options.waitTime ?? 0);\n this._sourceNode?.stop(engineStopTime);\n\n if (options.waitTime === undefined || options.waitTime <= 0) {\n this._setState(SoundState.Stopped);\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n }\n\n protected override _connect(node: AbstractAudioNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the sound's subgraph.\n if (node instanceof _WebAudioStaticSound && node._inNode) {\n this._outNode?.connect(node._inNode);\n this._isConnected = true;\n }\n\n return true;\n }\n\n protected override _disconnect(node: AbstractAudioNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node instanceof _WebAudioStaticSound && node._inNode) {\n this._outNode?.disconnect(node._inNode);\n this._isConnected = false;\n }\n\n return true;\n }\n\n protected _onEnded = () => {\n this._enginePlayTime = 0;\n\n this.onEndedObservable.notifyObservers(this);\n this._deinitSourceNode();\n };\n\n private _deinitSourceNode(): void {\n if (!this._sourceNode) {\n return;\n }\n\n if (this._isConnected && !this._disconnect(this._sound)) {\n throw new Error(\"Disconnect failed\");\n }\n\n this._sourceNode.disconnect(this._volumeNode);\n this._sourceNode.removeEventListener(\"ended\", this._onEnded);\n\n this._sourceNode = null;\n }\n\n private _initSourceNode(): void {\n if (!this._sourceNode) {\n this._sourceNode = new AudioBufferSourceNode(this._sound._audioContext, { buffer: this._sound.buffer._audioBuffer });\n\n this._sourceNode.addEventListener(\"ended\", this._onEnded, { once: true });\n this._sourceNode.connect(this._volumeNode);\n\n if (!this._connect(this._sound)) {\n throw new Error(\"Connect failed\");\n }\n\n this._pitch = new _WebAudioParameterComponent(this.engine, this._sourceNode.detune);\n this._playbackRate = new _WebAudioParameterComponent(this.engine, this._sourceNode.playbackRate);\n }\n\n const node = this._sourceNode;\n node.detune.value = this._sound.pitch;\n node.loop = this._options.loop;\n node.loopEnd = this._options.loopEnd;\n node.loopStart = this._options.loopStart;\n node.playbackRate.value = this._sound.playbackRate;\n }\n\n private _onEngineStateChanged = () => {\n if (this.engine.state !== \"running\") {\n return;\n }\n\n if (this._options.loop && this.state === SoundState.Starting) {\n this.play();\n }\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n };\n}\n"]}
@@ -147,7 +147,6 @@ export class GPUPicker {
147
147
  if (!list || list.length === 0) {
148
148
  return;
149
149
  }
150
- this._pickableMeshes = list;
151
150
  // Prepare target
152
151
  const scene = ("mesh" in list[0] ? list[0].mesh : list[0]).getScene();
153
152
  if (!this._cachedScene || this._cachedScene !== scene) {
@@ -1 +1 @@
1
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type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { IShaderMaterialOptions } from \"core/Materials/shaderMaterial\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport type { IVector2Like } from \"core/Maths/math.like\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { InstancedMesh } from \"core/Meshes/instancedMesh\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\n\r\n/**\r\n * Class used to store the result of a GPU picking operation\r\n */\r\nexport interface IGPUPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n mesh: AbstractMesh;\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndex?: number;\r\n}\r\n\r\n/**\r\n * Stores the result of a multi GPU piciking operation\r\n */\r\nexport interface IGPUMultiPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n meshes: Nullable<AbstractMesh>[];\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndexes?: number[];\r\n}\r\n\r\n/**\r\n * Class used to perform a picking operation using GPU\r\n * GPUPIcker can pick meshes, instances and thin instances\r\n */\r\nexport class GPUPicker {\r\n private static readonly _AttributeName = \"instanceMeshID\";\r\n private static readonly _MaxPickingId = 0x00ffffff; // 24 bits unsigned integer max\r\n\r\n private _pickingTexture: Nullable<RenderTargetTexture> = null;\r\n\r\n private readonly _idMap: Array<number> = [];\r\n private readonly _thinIdMap: Array<{ meshId: number; thinId: number }> = [];\r\n private readonly _meshUniqueIdToPickerId: Array<number> = [];\r\n private _idWarningIssued = false;\r\n\r\n private _cachedScene: Nullable<Scene> = null;\r\n private _engine: Nullable<AbstractEngine> = null;\r\n\r\n private readonly _pickingMaterialCache: Nullable<ShaderMaterial>[] = new Array(9).fill(null);\r\n\r\n private _pickableMeshes: Array<AbstractMesh> = [];\r\n private readonly _meshMaterialMap: Map<AbstractMesh, ShaderMaterial> = new Map();\r\n private _readbuffer: Nullable<Uint8Array> = null;\r\n\r\n private _meshRenderingCount: number = 0;\r\n private _renderWarningIssued = false;\r\n private _renderPickingTexture = false;\r\n\r\n private _sceneBeforeRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _pickingTextureAfterRenderObserver: Nullable<Observer<number>> = null;\r\n\r\n private _nextFreeId = 1;\r\n\r\n /** Shader language used by the generator */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this generator.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _pickingInProgress = false;\r\n\r\n /**\r\n * Gets a boolean indicating if the picking is in progress\r\n */\r\n public get pickingInProgress(): boolean {\r\n return this._pickingInProgress;\r\n }\r\n\r\n /**\r\n * Gets the default render materials used by the picker.\r\n *\r\n * index is Material filling mode\r\n */\r\n public get defaultRenderMaterials(): readonly Nullable<ShaderMaterial>[] {\r\n return this._pickingMaterialCache;\r\n }\r\n\r\n private _getColorIdFromReadBuffer(offset: number): number {\r\n const r = this._readbuffer![offset];\r\n const g = this._readbuffer![offset + 1];\r\n const b = this._readbuffer![offset + 2];\r\n return (r << 16) + (g << 8) + b;\r\n }\r\n\r\n private _createRenderTarget(scene: Scene, width: number, height: number): void {\r\n if (this._cachedScene && this._pickingTexture) {\r\n const index = this._cachedScene.customRenderTargets.indexOf(this._pickingTexture);\r\n if (index > -1) {\r\n this._cachedScene.customRenderTargets.splice(index, 1);\r\n this._renderPickingTexture = false;\r\n }\r\n }\r\n if (this._pickingTexture) {\r\n this._pickingTexture.dispose();\r\n }\r\n this._pickingTexture = new RenderTargetTexture(\"pickingTexure\", { width: width, height: height }, scene, {\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_NEAREST,\r\n });\r\n }\r\n\r\n private _clearPickingMaterials(): void {\r\n for (let i = 0; i < this._pickingMaterialCache.length; i++) {\r\n const material = this._pickingMaterialCache[i];\r\n if (material !== null) {\r\n material.dispose();\r\n this._pickingMaterialCache[i] = null;\r\n }\r\n }\r\n }\r\n\r\n private _getPickingMaterial(scene: Scene, fillMode: number): ShaderMaterial {\r\n if (fillMode < 0 || 8 < fillMode) {\r\n fillMode = Constants.MATERIAL_TriangleFillMode;\r\n }\r\n\r\n const cachedMaterial = this._pickingMaterialCache[fillMode];\r\n if (cachedMaterial) {\r\n return cachedMaterial;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n const defines: string[] = [];\r\n const options: Partial<IShaderMaterialOptions> = {\r\n attributes: [VertexBuffer.PositionKind, GPUPicker._AttributeName],\r\n uniforms: [\"world\", \"viewProjection\", \"meshID\"],\r\n needAlphaBlending: false,\r\n defines: defines,\r\n useClipPlane: null,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/picking.fragment\"), import(\"../ShadersWGSL/picking.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/picking.fragment\"), import(\"../Shaders/picking.vertex\")]);\r\n }\r\n },\r\n };\r\n\r\n const newMaterial = new ShaderMaterial(\"pickingShader\", scene, \"picking\", options, false);\r\n newMaterial.fillMode = fillMode;\r\n newMaterial.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n\r\n this._pickingMaterialCache[fillMode] = newMaterial;\r\n return newMaterial;\r\n }\r\n\r\n private _materialBindCallback(mesh: AbstractMesh | undefined): void {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (!material) {\r\n if (!this._renderWarningIssued) {\r\n this._renderWarningIssued = true;\r\n Logger.Warn(\"GPUPicker issue: Mesh not found in the material map. This may happen when the root mesh of an instance is not in the picking list.\");\r\n }\r\n return;\r\n }\r\n\r\n const effect = material.getEffect();\r\n\r\n if (!mesh.hasInstances && !mesh.isAnInstance && !mesh.hasThinInstances && this._meshUniqueIdToPickerId[mesh.uniqueId] !== undefined) {\r\n effect.setFloat(\"meshID\", this._meshUniqueIdToPickerId[mesh.uniqueId]);\r\n }\r\n\r\n this._meshRenderingCount++;\r\n }\r\n\r\n /**\r\n * Set the list of meshes to pick from\r\n * Set that value to null to clear the list (and avoid leaks)\r\n * The module will read and delete from the array provided by reference. Disposing the module or setting the value to null will clear the array.\r\n * @param list defines the list of meshes to pick from\r\n */\r\n public setPickingList(list: Nullable<Array<AbstractMesh | { mesh: AbstractMesh; material: ShaderMaterial }>>): void {\r\n this.clearPickingList();\r\n\r\n if (!list || list.length === 0) {\r\n return;\r\n }\r\n\r\n this._pickableMeshes = list as Array<AbstractMesh>;\r\n\r\n // Prepare target\r\n const scene = (\"mesh\" in list[0] ? list[0].mesh : list[0]).getScene();\r\n if (!this._cachedScene || this._cachedScene !== scene) {\r\n this._clearPickingMaterials();\r\n }\r\n\r\n this.addPickingList(list);\r\n }\r\n\r\n /**\r\n * Clear the current picking list and free resources\r\n */\r\n public clearPickingList(): void {\r\n if (this._pickableMeshes) {\r\n // Cleanup\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n if (mesh.hasInstances) {\r\n (mesh as Mesh).removeVerticesData(GPUPicker._AttributeName);\r\n }\r\n if (mesh.hasThinInstances) {\r\n (mesh as Mesh).thinInstanceSetBuffer(GPUPicker._AttributeName, null);\r\n }\r\n if (this._pickingTexture) {\r\n this._pickingTexture.setMaterialForRendering(mesh, undefined);\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n if (!this._pickingMaterialCache.includes(material)) {\r\n material.onBindObservable.removeCallback(this._materialBindCallback);\r\n }\r\n }\r\n this._pickableMeshes.length = 0;\r\n this._meshMaterialMap.clear();\r\n this._idMap.length = 0;\r\n this._thinIdMap.length = 0;\r\n this._meshUniqueIdToPickerId.length = 0;\r\n if (this._pickingTexture) {\r\n this._pickingTexture.renderList = [];\r\n }\r\n }\r\n\r\n this._nextFreeId = 1;\r\n }\r\n\r\n /**\r\n * Add array of meshes to the current picking list\r\n * @param list defines the array of meshes to add to the current picking list\r\n */\r\n public addPickingList(list: Array<AbstractMesh | { mesh: AbstractMesh; material: ShaderMaterial }>): void {\r\n if (!list || list.length === 0) {\r\n return;\r\n }\r\n\r\n // Prepare target\r\n const scene = (\"mesh\" in list[0] ? list[0].mesh : list[0]).getScene();\r\n const engine = scene.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n if (!this._pickingTexture) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n } else {\r\n const size = this._pickingTexture.getSize();\r\n\r\n if (size.width !== rttSizeW || size.height !== rttSizeH || this._cachedScene !== scene) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n }\r\n }\r\n\r\n this._sceneBeforeRenderObserver?.remove();\r\n this._sceneBeforeRenderObserver = scene.onBeforeRenderObservable.add(() => {\r\n if (scene.frameGraph && this._renderPickingTexture && this._cachedScene && this._pickingTexture) {\r\n this._cachedScene._renderRenderTarget(this._pickingTexture, this._cachedScene.cameras?.[0] ?? null);\r\n this._cachedScene.activeCamera = null;\r\n }\r\n });\r\n\r\n this._cachedScene = scene;\r\n this._engine = scene.getEngine();\r\n if (!this._pickingTexture!.renderList) {\r\n this._pickingTexture!.renderList = [];\r\n }\r\n\r\n const newPickableMeshes: AbstractMesh[] = new Array(list.length);\r\n const pickableMeshOffset = this._pickableMeshes?.length ?? 0;\r\n\r\n this._cachedScene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n for (let i = 0; i < list.length; i++) {\r\n const item = list[i];\r\n if (\"mesh\" in item) {\r\n this._meshMaterialMap.set(item.mesh, item.material);\r\n newPickableMeshes[i] = item.mesh;\r\n } else {\r\n const material = this._getPickingMaterial(scene, item.material?.fillMode ?? Constants.MATERIAL_TriangleFillMode);\r\n this._meshMaterialMap.set(item, material);\r\n newPickableMeshes[i] = item;\r\n }\r\n }\r\n\r\n if (this._pickableMeshes !== null) {\r\n this._pickableMeshes = [...this._pickableMeshes, ...newPickableMeshes];\r\n } else {\r\n this._pickableMeshes = newPickableMeshes;\r\n }\r\n\r\n // We will affect colors and create vertex color buffers\r\n let nextFreeid = this._nextFreeId;\r\n for (let index = 0; index < newPickableMeshes.length; index++) {\r\n const mesh = newPickableMeshes[index];\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (!this._pickingMaterialCache.includes(material)) {\r\n material.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n }\r\n this._pickingTexture!.setMaterialForRendering(mesh, material);\r\n this._pickingTexture!.renderList.push(mesh);\r\n\r\n if (mesh.isAnInstance) {\r\n continue; // This will be handled by the source mesh\r\n }\r\n\r\n const globalIndex = index + pickableMeshOffset;\r\n\r\n if (mesh.hasThinInstances) {\r\n const thinInstanceCount = (mesh as Mesh).thinInstanceCount;\r\n const instanceIdData = new Float32Array(thinInstanceCount);\r\n for (let i = 0; i < thinInstanceCount; i++) {\r\n instanceIdData[i] = nextFreeid;\r\n this._thinIdMap[nextFreeid] = { meshId: globalIndex, thinId: i };\r\n nextFreeid++;\r\n }\r\n (mesh as Mesh).thinInstanceSetBuffer(GPUPicker._AttributeName, instanceIdData, 1);\r\n } else {\r\n const currentMeshId = nextFreeid;\r\n this._idMap[currentMeshId] = globalIndex;\r\n nextFreeid++;\r\n\r\n if (mesh.hasInstances) {\r\n // find index of instances of that mesh\r\n const instancesForPick: number[] = [];\r\n for (let pickableMeshIndex = 0; pickableMeshIndex < newPickableMeshes.length; ++pickableMeshIndex) {\r\n const m = newPickableMeshes[pickableMeshIndex];\r\n if (m.isAnInstance && (m as InstancedMesh).sourceMesh === mesh) {\r\n instancesForPick.push(pickableMeshIndex);\r\n }\r\n }\r\n const instanceIdData = new Float32Array(instancesForPick.length + 1); // +1 for the source mesh\r\n\r\n instanceIdData[0] = currentMeshId;\r\n for (let i = 0; i < instancesForPick.length; i++) {\r\n instanceIdData[i + 1] = nextFreeid;\r\n const globalInstanceIndex = instancesForPick[i] + pickableMeshOffset;\r\n this._idMap[nextFreeid] = globalInstanceIndex;\r\n nextFreeid++;\r\n }\r\n\r\n const engine = mesh.getEngine();\r\n const buffer = new VertexBuffer(engine, instanceIdData, GPUPicker._AttributeName, false, false, 1, true);\r\n (mesh as Mesh).setVerticesBuffer(buffer, true);\r\n } else {\r\n this._meshUniqueIdToPickerId[mesh.uniqueId] = currentMeshId;\r\n }\r\n }\r\n }\r\n\r\n if (GPUPicker._MaxPickingId < nextFreeid - 1) {\r\n if (!this._idWarningIssued) {\r\n this._idWarningIssued = true;\r\n Logger.Warn(`GPUPicker maximum number of pickable meshes and instances is ${GPUPicker._MaxPickingId}. Some meshes or instances won't be pickable.`);\r\n }\r\n }\r\n\r\n this._nextFreeId = nextFreeid;\r\n }\r\n\r\n /**\r\n * Execute a picking operation\r\n * @param x defines the X coordinates where to run the pick\r\n * @param y defines the Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results\r\n */\r\n public async pickAsync(x: number, y: number, disposeWhenDone = false): Promise<Nullable<IGPUPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0) {\r\n return null;\r\n }\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n const { x: adjustedX, y: adjustedY } = this._prepareForPicking(x, y, devicePixelRatio);\r\n if (adjustedX < 0 || adjustedY < 0 || adjustedX >= rttSizeW || adjustedY >= rttSizeH) {\r\n return null;\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n // Invert Y\r\n const invertedY = rttSizeH - adjustedY - 1;\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, adjustedX, invertedY);\r\n\r\n return await this._executePickingAsync(adjustedX, invertedY, disposeWhenDone);\r\n }\r\n\r\n /**\r\n * Execute a picking operation on multiple coordinates\r\n * @param xy defines the X,Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.\r\n */\r\n public async multiPickAsync(xy: IVector2Like[], disposeWhenDone = false): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0 || xy.length === 0) {\r\n return null;\r\n }\r\n\r\n if (xy.length === 1) {\r\n const pi = await this.pickAsync(xy[0].x, xy[0].y, disposeWhenDone);\r\n return {\r\n meshes: [pi?.mesh ?? null],\r\n thinInstanceIndexes: pi?.thinInstanceIndex ? [pi.thinInstanceIndex] : undefined,\r\n };\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n const processedXY = new Array(xy.length);\r\n\r\n let minX = Infinity;\r\n let maxX = -Infinity;\r\n let minY = Infinity;\r\n let maxY = -Infinity;\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n // Process screen coordinates adjust to dpr\r\n for (let i = 0; i < xy.length; i++) {\r\n const item = xy[i];\r\n const { x, y } = item;\r\n\r\n const { x: adjustedX, y: adjustedY } = this._prepareForPicking(x, y, devicePixelRatio);\r\n\r\n processedXY[i] = {\r\n ...item,\r\n x: adjustedX,\r\n y: adjustedY,\r\n };\r\n\r\n minX = Math.min(minX, adjustedX);\r\n maxX = Math.max(maxX, adjustedX);\r\n minY = Math.min(minY, adjustedY);\r\n maxY = Math.max(maxY, adjustedY);\r\n }\r\n\r\n const w = Math.max(maxX - minX, 1);\r\n const h = Math.max(maxY - minY, 1);\r\n const partialCutH = rttSizeH - maxY - 1;\r\n\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, minX, partialCutH, w, h);\r\n\r\n return await this._executeMultiPickingAsync(processedXY, minX, maxY, rttSizeH, w, h, disposeWhenDone);\r\n }\r\n\r\n /**\r\n * Execute a picking operation on box defined by two screen coordinates\r\n * @param x1 defines the X coordinate of the first corner of the box where to run the pick\r\n * @param y1 defines the Y coordinate of the first corner of the box where to run the pick\r\n * @param x2 defines the X coordinate of the opposite corner of the box where to run the pick\r\n * @param y2 defines the Y coordinate of the opposite corner of the box where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.\r\n */\r\n public async boxPickAsync(x1: number, y1: number, x2: number, y2: number, disposeWhenDone = false): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0) {\r\n return null;\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n const { x: adjustedX1, y: adjustedY1 } = this._prepareForPicking(x1, y1, devicePixelRatio);\r\n const { x: adjustedX2, y: adjustedY2 } = this._prepareForPicking(x2, y2, devicePixelRatio);\r\n\r\n const minX = Math.max(Math.min(adjustedX1, adjustedX2), 0);\r\n const maxX = Math.min(Math.max(adjustedX1, adjustedX2), rttSizeW - 1);\r\n const minY = Math.max(Math.min(adjustedY1, adjustedY2), 0);\r\n const maxY = Math.min(Math.max(adjustedY1, adjustedY2), rttSizeH - 1);\r\n\r\n if (minX >= rttSizeW || minY >= rttSizeH || maxX < 0 || maxY < 0) {\r\n this._pickingInProgress = false;\r\n return null;\r\n }\r\n\r\n const w = Math.max(maxX - minX, 1);\r\n const h = Math.max(maxY - minY, 1);\r\n const partialCutH = rttSizeH - maxY - 1;\r\n\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, minX, partialCutH, w, h);\r\n\r\n return await this._executeBoxPickingAsync(minX, partialCutH, w, h, disposeWhenDone);\r\n }\r\n\r\n private _getRenderInfo(): { rttSizeW: number; rttSizeH: number; devicePixelRatio: number } {\r\n const engine = this._cachedScene!.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n const devicePixelRatio = 1 / engine._hardwareScalingLevel;\r\n\r\n return {\r\n rttSizeW,\r\n rttSizeH,\r\n devicePixelRatio,\r\n };\r\n }\r\n\r\n private _prepareForPicking(x: number, y: number, devicePixelRatio: number): IVector2Like {\r\n return { x: (devicePixelRatio * x) >> 0, y: (devicePixelRatio * y) >> 0 };\r\n }\r\n\r\n private _preparePickingBuffer(engine: AbstractEngine, rttSizeW: number, rttSizeH: number, x: number, y: number, w = 1, h = 1): void {\r\n this._meshRenderingCount = 0;\r\n\r\n const requiredBufferSize = engine.isWebGPU ? (4 * w * h + 255) & ~255 : 4 * w * h;\r\n if (!this._readbuffer || this._readbuffer.length < requiredBufferSize) {\r\n this._readbuffer = new Uint8Array(requiredBufferSize);\r\n }\r\n\r\n // Do we need to rebuild the RTT?\r\n const size = this._pickingTexture!.getSize();\r\n if (size.width !== rttSizeW || size.height !== rttSizeH) {\r\n this._createRenderTarget(this._cachedScene!, rttSizeW, rttSizeH);\r\n this._updateRenderList();\r\n }\r\n\r\n this._pickingTexture!.clearColor = new Color4(0, 0, 0, 0);\r\n\r\n this._pickingTexture!.onBeforeRender = (): void => {\r\n this._enableScissor(x, y, w, h);\r\n };\r\n\r\n this._pickingTextureAfterRenderObserver?.remove();\r\n this._pickingTextureAfterRenderObserver = this._pickingTexture!.onAfterRenderObservable.add(() => {\r\n this._disableScissor();\r\n });\r\n\r\n this._cachedScene!.customRenderTargets.push(this._pickingTexture!);\r\n this._renderPickingTexture = true;\r\n }\r\n\r\n // pick one pixel\r\n private async _executePickingAsync(x: number, y: number, disposeWhenDone: boolean): Promise<Nullable<IGPUPickingInfo>> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async (): Promise<void> => {\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined = undefined;\r\n\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n this._renderPickingTexture = false;\r\n }\r\n\r\n // Do the actual picking\r\n if (await this._readTexturePixelsAsync(x, y)) {\r\n const colorId = this._getColorIdFromReadBuffer(0);\r\n // Thin?\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n if (pickedMesh) {\r\n resolve({ mesh: pickedMesh, thinInstanceIndex: thinInstanceIndex });\r\n } else {\r\n resolve(null);\r\n }\r\n }\r\n };\r\n });\r\n }\r\n\r\n // pick multiple pixels\r\n private async _executeMultiPickingAsync(\r\n xy: IVector2Like[],\r\n minX: number,\r\n maxY: number,\r\n rttSizeH: number,\r\n w: number,\r\n h: number,\r\n disposeWhenDone: boolean\r\n ): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async (): Promise<void> => {\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n const pickedMeshes: Nullable<AbstractMesh>[] = [];\r\n const thinInstanceIndexes: number[] = [];\r\n\r\n if (await this._readTexturePixelsAsync(minX, rttSizeH - maxY - 1, w, h)) {\r\n for (let i = 0; i < xy.length; i++) {\r\n const { pickedMesh, thinInstanceIndex } = this._getMeshFromMultiplePoints(xy[i].x, xy[i].y, minX, maxY, w);\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(thinInstanceIndex ?? 0);\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n resolve({ meshes: pickedMeshes, thinInstanceIndexes: thinInstanceIndexes });\r\n }\r\n };\r\n });\r\n }\r\n\r\n // pick box area\r\n private async _executeBoxPickingAsync(x: number, y: number, w: number, h: number, disposeWhenDone: boolean): Promise<IGPUMultiPickingInfo> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async (): Promise<void> => {\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n const pickedMeshes: Nullable<AbstractMesh>[] = [];\r\n const thinInstanceIndexes: number[] = [];\r\n\r\n if (await this._readTexturePixelsAsync(x, y, w, h)) {\r\n for (let offsetY = 0; offsetY < h; ++offsetY) {\r\n for (let offsetX = 0; offsetX < w; ++offsetX) {\r\n const colorId = this._getColorIdFromReadBuffer((offsetY * w + offsetX) * 4);\r\n if (colorId > 0) {\r\n // Thin?\r\n if (this._thinIdMap[colorId]) {\r\n const pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n const thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(thinInstanceIndex);\r\n } else {\r\n const pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(0);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n resolve({ meshes: pickedMeshes, thinInstanceIndexes: thinInstanceIndexes });\r\n }\r\n };\r\n });\r\n }\r\n\r\n private _enableScissor(x: number, y: number, w = 1, h = 1): void {\r\n if ((this._engine as WebGPUEngine | Engine).enableScissor) {\r\n (this._engine as WebGPUEngine | Engine).enableScissor(x, y, w, h);\r\n }\r\n }\r\n private _disableScissor(): void {\r\n if ((this._engine as WebGPUEngine | Engine).disableScissor) {\r\n (this._engine as WebGPUEngine | Engine).disableScissor();\r\n }\r\n }\r\n\r\n /**\r\n * @returns true if rendering if the picking texture has finished, otherwise false\r\n */\r\n private _checkRenderStatus(): boolean {\r\n const wasSuccessful = this._meshRenderingCount > 0;\r\n if (wasSuccessful) {\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n this._renderPickingTexture = false;\r\n }\r\n return true;\r\n }\r\n\r\n this._meshRenderingCount = 0;\r\n return false; // Wait for shaders to be ready\r\n }\r\n\r\n private _getMeshFromMultiplePoints(x: number, y: number, minX: number, maxY: number, w: number): { pickedMesh: Nullable<AbstractMesh>; thinInstanceIndex: number | undefined } {\r\n let offsetX = (x - minX - 1) * 4;\r\n let offsetY = (maxY - y - 1) * w * 4;\r\n\r\n offsetX = Math.max(offsetX, 0);\r\n offsetY = Math.max(offsetY, 0);\r\n\r\n const colorId = this._getColorIdFromReadBuffer(offsetX + offsetY);\r\n\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined;\r\n\r\n if (colorId > 0) {\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n return { pickedMesh, thinInstanceIndex };\r\n }\r\n\r\n /**\r\n * Updates the render list with the current pickable meshes.\r\n */\r\n private _updateRenderList(): void {\r\n this._pickingTexture!.renderList = [];\r\n for (const mesh of this._pickableMeshes) {\r\n this._pickingTexture!.setMaterialForRendering(mesh, this._meshMaterialMap.get(mesh));\r\n this._pickingTexture!.renderList.push(mesh);\r\n }\r\n }\r\n\r\n private async _readTexturePixelsAsync(x: number, y: number, w = 1, h = 1): Promise<boolean> {\r\n if (!this._cachedScene || !this._pickingTexture?._texture) {\r\n return false;\r\n }\r\n const engine = this._cachedScene.getEngine();\r\n await engine._readTexturePixels(this._pickingTexture._texture, w, h, -1, 0, this._readbuffer, true, true, x, y);\r\n\r\n return true;\r\n }\r\n\r\n /** Release the resources */\r\n public dispose(): void {\r\n this.setPickingList(null);\r\n this._cachedScene = null;\r\n\r\n // Cleaning up\r\n this._pickingTexture?.dispose();\r\n this._pickingTexture = null;\r\n this._clearPickingMaterials();\r\n this._sceneBeforeRenderObserver?.remove();\r\n this._sceneBeforeRenderObserver = null;\r\n }\r\n}\r\n"]}
1
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type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { IShaderMaterialOptions } from \"core/Materials/shaderMaterial\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport type { IVector2Like } from \"core/Maths/math.like\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { InstancedMesh } from \"core/Meshes/instancedMesh\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\n\r\n/**\r\n * Class used to store the result of a GPU picking operation\r\n */\r\nexport interface IGPUPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n mesh: AbstractMesh;\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndex?: number;\r\n}\r\n\r\n/**\r\n * Stores the result of a multi GPU piciking operation\r\n */\r\nexport interface IGPUMultiPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n meshes: Nullable<AbstractMesh>[];\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndexes?: number[];\r\n}\r\n\r\n/**\r\n * Class used to perform a picking operation using GPU\r\n * GPUPIcker can pick meshes, instances and thin instances\r\n */\r\nexport class GPUPicker {\r\n private static readonly _AttributeName = \"instanceMeshID\";\r\n private static readonly _MaxPickingId = 0x00ffffff; // 24 bits unsigned integer max\r\n\r\n private _pickingTexture: Nullable<RenderTargetTexture> = null;\r\n\r\n private readonly _idMap: Array<number> = [];\r\n private readonly _thinIdMap: Array<{ meshId: number; thinId: number }> = [];\r\n private readonly _meshUniqueIdToPickerId: Array<number> = [];\r\n private _idWarningIssued = false;\r\n\r\n private _cachedScene: Nullable<Scene> = null;\r\n private _engine: Nullable<AbstractEngine> = null;\r\n\r\n private readonly _pickingMaterialCache: Nullable<ShaderMaterial>[] = new Array(9).fill(null);\r\n\r\n private _pickableMeshes: Array<AbstractMesh> = [];\r\n private readonly _meshMaterialMap: Map<AbstractMesh, ShaderMaterial> = new Map();\r\n private _readbuffer: Nullable<Uint8Array> = null;\r\n\r\n private _meshRenderingCount: number = 0;\r\n private _renderWarningIssued = false;\r\n private _renderPickingTexture = false;\r\n\r\n private _sceneBeforeRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _pickingTextureAfterRenderObserver: Nullable<Observer<number>> = null;\r\n\r\n private _nextFreeId = 1;\r\n\r\n /** Shader language used by the generator */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this generator.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _pickingInProgress = false;\r\n\r\n /**\r\n * Gets a boolean indicating if the picking is in progress\r\n */\r\n public get pickingInProgress(): boolean {\r\n return this._pickingInProgress;\r\n }\r\n\r\n /**\r\n * Gets the default render materials used by the picker.\r\n *\r\n * index is Material filling mode\r\n */\r\n public get defaultRenderMaterials(): readonly Nullable<ShaderMaterial>[] {\r\n return this._pickingMaterialCache;\r\n }\r\n\r\n private _getColorIdFromReadBuffer(offset: number): number {\r\n const r = this._readbuffer![offset];\r\n const g = this._readbuffer![offset + 1];\r\n const b = this._readbuffer![offset + 2];\r\n return (r << 16) + (g << 8) + b;\r\n }\r\n\r\n private _createRenderTarget(scene: Scene, width: number, height: number): void {\r\n if (this._cachedScene && this._pickingTexture) {\r\n const index = this._cachedScene.customRenderTargets.indexOf(this._pickingTexture);\r\n if (index > -1) {\r\n this._cachedScene.customRenderTargets.splice(index, 1);\r\n this._renderPickingTexture = false;\r\n }\r\n }\r\n if (this._pickingTexture) {\r\n this._pickingTexture.dispose();\r\n }\r\n this._pickingTexture = new RenderTargetTexture(\"pickingTexure\", { width: width, height: height }, scene, {\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_NEAREST,\r\n });\r\n }\r\n\r\n private _clearPickingMaterials(): void {\r\n for (let i = 0; i < this._pickingMaterialCache.length; i++) {\r\n const material = this._pickingMaterialCache[i];\r\n if (material !== null) {\r\n material.dispose();\r\n this._pickingMaterialCache[i] = null;\r\n }\r\n }\r\n }\r\n\r\n private _getPickingMaterial(scene: Scene, fillMode: number): ShaderMaterial {\r\n if (fillMode < 0 || 8 < fillMode) {\r\n fillMode = Constants.MATERIAL_TriangleFillMode;\r\n }\r\n\r\n const cachedMaterial = this._pickingMaterialCache[fillMode];\r\n if (cachedMaterial) {\r\n return cachedMaterial;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n const defines: string[] = [];\r\n const options: Partial<IShaderMaterialOptions> = {\r\n attributes: [VertexBuffer.PositionKind, GPUPicker._AttributeName],\r\n uniforms: [\"world\", \"viewProjection\", \"meshID\"],\r\n needAlphaBlending: false,\r\n defines: defines,\r\n useClipPlane: null,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/picking.fragment\"), import(\"../ShadersWGSL/picking.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/picking.fragment\"), import(\"../Shaders/picking.vertex\")]);\r\n }\r\n },\r\n };\r\n\r\n const newMaterial = new ShaderMaterial(\"pickingShader\", scene, \"picking\", options, false);\r\n newMaterial.fillMode = fillMode;\r\n newMaterial.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n\r\n this._pickingMaterialCache[fillMode] = newMaterial;\r\n return newMaterial;\r\n }\r\n\r\n private _materialBindCallback(mesh: AbstractMesh | undefined): void {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (!material) {\r\n if (!this._renderWarningIssued) {\r\n this._renderWarningIssued = true;\r\n Logger.Warn(\"GPUPicker issue: Mesh not found in the material map. This may happen when the root mesh of an instance is not in the picking list.\");\r\n }\r\n return;\r\n }\r\n\r\n const effect = material.getEffect();\r\n\r\n if (!mesh.hasInstances && !mesh.isAnInstance && !mesh.hasThinInstances && this._meshUniqueIdToPickerId[mesh.uniqueId] !== undefined) {\r\n effect.setFloat(\"meshID\", this._meshUniqueIdToPickerId[mesh.uniqueId]);\r\n }\r\n\r\n this._meshRenderingCount++;\r\n }\r\n\r\n /**\r\n * Set the list of meshes to pick from\r\n * Set that value to null to clear the list (and avoid leaks)\r\n * The module will read and delete from the array provided by reference. Disposing the module or setting the value to null will clear the array.\r\n * @param list defines the list of meshes to pick from\r\n */\r\n public setPickingList(list: Nullable<Array<AbstractMesh | { mesh: AbstractMesh; material: ShaderMaterial }>>): void {\r\n this.clearPickingList();\r\n\r\n if (!list || list.length === 0) {\r\n return;\r\n }\r\n\r\n // Prepare target\r\n const scene = (\"mesh\" in list[0] ? list[0].mesh : list[0]).getScene();\r\n if (!this._cachedScene || this._cachedScene !== scene) {\r\n this._clearPickingMaterials();\r\n }\r\n\r\n this.addPickingList(list);\r\n }\r\n\r\n /**\r\n * Clear the current picking list and free resources\r\n */\r\n public clearPickingList(): void {\r\n if (this._pickableMeshes) {\r\n // Cleanup\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n if (mesh.hasInstances) {\r\n (mesh as Mesh).removeVerticesData(GPUPicker._AttributeName);\r\n }\r\n if (mesh.hasThinInstances) {\r\n (mesh as Mesh).thinInstanceSetBuffer(GPUPicker._AttributeName, null);\r\n }\r\n if (this._pickingTexture) {\r\n this._pickingTexture.setMaterialForRendering(mesh, undefined);\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n if (!this._pickingMaterialCache.includes(material)) {\r\n material.onBindObservable.removeCallback(this._materialBindCallback);\r\n }\r\n }\r\n this._pickableMeshes.length = 0;\r\n this._meshMaterialMap.clear();\r\n this._idMap.length = 0;\r\n this._thinIdMap.length = 0;\r\n this._meshUniqueIdToPickerId.length = 0;\r\n if (this._pickingTexture) {\r\n this._pickingTexture.renderList = [];\r\n }\r\n }\r\n\r\n this._nextFreeId = 1;\r\n }\r\n\r\n /**\r\n * Add array of meshes to the current picking list\r\n * @param list defines the array of meshes to add to the current picking list\r\n */\r\n public addPickingList(list: Array<AbstractMesh | { mesh: AbstractMesh; material: ShaderMaterial }>): void {\r\n if (!list || list.length === 0) {\r\n return;\r\n }\r\n\r\n // Prepare target\r\n const scene = (\"mesh\" in list[0] ? list[0].mesh : list[0]).getScene();\r\n const engine = scene.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n if (!this._pickingTexture) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n } else {\r\n const size = this._pickingTexture.getSize();\r\n\r\n if (size.width !== rttSizeW || size.height !== rttSizeH || this._cachedScene !== scene) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n }\r\n }\r\n\r\n this._sceneBeforeRenderObserver?.remove();\r\n this._sceneBeforeRenderObserver = scene.onBeforeRenderObservable.add(() => {\r\n if (scene.frameGraph && this._renderPickingTexture && this._cachedScene && this._pickingTexture) {\r\n this._cachedScene._renderRenderTarget(this._pickingTexture, this._cachedScene.cameras?.[0] ?? null);\r\n this._cachedScene.activeCamera = null;\r\n }\r\n });\r\n\r\n this._cachedScene = scene;\r\n this._engine = scene.getEngine();\r\n if (!this._pickingTexture!.renderList) {\r\n this._pickingTexture!.renderList = [];\r\n }\r\n\r\n const newPickableMeshes: AbstractMesh[] = new Array(list.length);\r\n const pickableMeshOffset = this._pickableMeshes?.length ?? 0;\r\n\r\n this._cachedScene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n for (let i = 0; i < list.length; i++) {\r\n const item = list[i];\r\n if (\"mesh\" in item) {\r\n this._meshMaterialMap.set(item.mesh, item.material);\r\n newPickableMeshes[i] = item.mesh;\r\n } else {\r\n const material = this._getPickingMaterial(scene, item.material?.fillMode ?? Constants.MATERIAL_TriangleFillMode);\r\n this._meshMaterialMap.set(item, material);\r\n newPickableMeshes[i] = item;\r\n }\r\n }\r\n\r\n if (this._pickableMeshes !== null) {\r\n this._pickableMeshes = [...this._pickableMeshes, ...newPickableMeshes];\r\n } else {\r\n this._pickableMeshes = newPickableMeshes;\r\n }\r\n\r\n // We will affect colors and create vertex color buffers\r\n let nextFreeid = this._nextFreeId;\r\n for (let index = 0; index < newPickableMeshes.length; index++) {\r\n const mesh = newPickableMeshes[index];\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (!this._pickingMaterialCache.includes(material)) {\r\n material.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n }\r\n this._pickingTexture!.setMaterialForRendering(mesh, material);\r\n this._pickingTexture!.renderList.push(mesh);\r\n\r\n if (mesh.isAnInstance) {\r\n continue; // This will be handled by the source mesh\r\n }\r\n\r\n const globalIndex = index + pickableMeshOffset;\r\n\r\n if (mesh.hasThinInstances) {\r\n const thinInstanceCount = (mesh as Mesh).thinInstanceCount;\r\n const instanceIdData = new Float32Array(thinInstanceCount);\r\n for (let i = 0; i < thinInstanceCount; i++) {\r\n instanceIdData[i] = nextFreeid;\r\n this._thinIdMap[nextFreeid] = { meshId: globalIndex, thinId: i };\r\n nextFreeid++;\r\n }\r\n (mesh as Mesh).thinInstanceSetBuffer(GPUPicker._AttributeName, instanceIdData, 1);\r\n } else {\r\n const currentMeshId = nextFreeid;\r\n this._idMap[currentMeshId] = globalIndex;\r\n nextFreeid++;\r\n\r\n if (mesh.hasInstances) {\r\n // find index of instances of that mesh\r\n const instancesForPick: number[] = [];\r\n for (let pickableMeshIndex = 0; pickableMeshIndex < newPickableMeshes.length; ++pickableMeshIndex) {\r\n const m = newPickableMeshes[pickableMeshIndex];\r\n if (m.isAnInstance && (m as InstancedMesh).sourceMesh === mesh) {\r\n instancesForPick.push(pickableMeshIndex);\r\n }\r\n }\r\n const instanceIdData = new Float32Array(instancesForPick.length + 1); // +1 for the source mesh\r\n\r\n instanceIdData[0] = currentMeshId;\r\n for (let i = 0; i < instancesForPick.length; i++) {\r\n instanceIdData[i + 1] = nextFreeid;\r\n const globalInstanceIndex = instancesForPick[i] + pickableMeshOffset;\r\n this._idMap[nextFreeid] = globalInstanceIndex;\r\n nextFreeid++;\r\n }\r\n\r\n const engine = mesh.getEngine();\r\n const buffer = new VertexBuffer(engine, instanceIdData, GPUPicker._AttributeName, false, false, 1, true);\r\n (mesh as Mesh).setVerticesBuffer(buffer, true);\r\n } else {\r\n this._meshUniqueIdToPickerId[mesh.uniqueId] = currentMeshId;\r\n }\r\n }\r\n }\r\n\r\n if (GPUPicker._MaxPickingId < nextFreeid - 1) {\r\n if (!this._idWarningIssued) {\r\n this._idWarningIssued = true;\r\n Logger.Warn(`GPUPicker maximum number of pickable meshes and instances is ${GPUPicker._MaxPickingId}. Some meshes or instances won't be pickable.`);\r\n }\r\n }\r\n\r\n this._nextFreeId = nextFreeid;\r\n }\r\n\r\n /**\r\n * Execute a picking operation\r\n * @param x defines the X coordinates where to run the pick\r\n * @param y defines the Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results\r\n */\r\n public async pickAsync(x: number, y: number, disposeWhenDone = false): Promise<Nullable<IGPUPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0) {\r\n return null;\r\n }\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n const { x: adjustedX, y: adjustedY } = this._prepareForPicking(x, y, devicePixelRatio);\r\n if (adjustedX < 0 || adjustedY < 0 || adjustedX >= rttSizeW || adjustedY >= rttSizeH) {\r\n return null;\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n // Invert Y\r\n const invertedY = rttSizeH - adjustedY - 1;\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, adjustedX, invertedY);\r\n\r\n return await this._executePickingAsync(adjustedX, invertedY, disposeWhenDone);\r\n }\r\n\r\n /**\r\n * Execute a picking operation on multiple coordinates\r\n * @param xy defines the X,Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.\r\n */\r\n public async multiPickAsync(xy: IVector2Like[], disposeWhenDone = false): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0 || xy.length === 0) {\r\n return null;\r\n }\r\n\r\n if (xy.length === 1) {\r\n const pi = await this.pickAsync(xy[0].x, xy[0].y, disposeWhenDone);\r\n return {\r\n meshes: [pi?.mesh ?? null],\r\n thinInstanceIndexes: pi?.thinInstanceIndex ? [pi.thinInstanceIndex] : undefined,\r\n };\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n const processedXY = new Array(xy.length);\r\n\r\n let minX = Infinity;\r\n let maxX = -Infinity;\r\n let minY = Infinity;\r\n let maxY = -Infinity;\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n // Process screen coordinates adjust to dpr\r\n for (let i = 0; i < xy.length; i++) {\r\n const item = xy[i];\r\n const { x, y } = item;\r\n\r\n const { x: adjustedX, y: adjustedY } = this._prepareForPicking(x, y, devicePixelRatio);\r\n\r\n processedXY[i] = {\r\n ...item,\r\n x: adjustedX,\r\n y: adjustedY,\r\n };\r\n\r\n minX = Math.min(minX, adjustedX);\r\n maxX = Math.max(maxX, adjustedX);\r\n minY = Math.min(minY, adjustedY);\r\n maxY = Math.max(maxY, adjustedY);\r\n }\r\n\r\n const w = Math.max(maxX - minX, 1);\r\n const h = Math.max(maxY - minY, 1);\r\n const partialCutH = rttSizeH - maxY - 1;\r\n\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, minX, partialCutH, w, h);\r\n\r\n return await this._executeMultiPickingAsync(processedXY, minX, maxY, rttSizeH, w, h, disposeWhenDone);\r\n }\r\n\r\n /**\r\n * Execute a picking operation on box defined by two screen coordinates\r\n * @param x1 defines the X coordinate of the first corner of the box where to run the pick\r\n * @param y1 defines the Y coordinate of the first corner of the box where to run the pick\r\n * @param x2 defines the X coordinate of the opposite corner of the box where to run the pick\r\n * @param y2 defines the Y coordinate of the opposite corner of the box where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.\r\n */\r\n public async boxPickAsync(x1: number, y1: number, x2: number, y2: number, disposeWhenDone = false): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0) {\r\n return null;\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n const { x: adjustedX1, y: adjustedY1 } = this._prepareForPicking(x1, y1, devicePixelRatio);\r\n const { x: adjustedX2, y: adjustedY2 } = this._prepareForPicking(x2, y2, devicePixelRatio);\r\n\r\n const minX = Math.max(Math.min(adjustedX1, adjustedX2), 0);\r\n const maxX = Math.min(Math.max(adjustedX1, adjustedX2), rttSizeW - 1);\r\n const minY = Math.max(Math.min(adjustedY1, adjustedY2), 0);\r\n const maxY = Math.min(Math.max(adjustedY1, adjustedY2), rttSizeH - 1);\r\n\r\n if (minX >= rttSizeW || minY >= rttSizeH || maxX < 0 || maxY < 0) {\r\n this._pickingInProgress = false;\r\n return null;\r\n }\r\n\r\n const w = Math.max(maxX - minX, 1);\r\n const h = Math.max(maxY - minY, 1);\r\n const partialCutH = rttSizeH - maxY - 1;\r\n\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, minX, partialCutH, w, h);\r\n\r\n return await this._executeBoxPickingAsync(minX, partialCutH, w, h, disposeWhenDone);\r\n }\r\n\r\n private _getRenderInfo(): { rttSizeW: number; rttSizeH: number; devicePixelRatio: number } {\r\n const engine = this._cachedScene!.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n const devicePixelRatio = 1 / engine._hardwareScalingLevel;\r\n\r\n return {\r\n rttSizeW,\r\n rttSizeH,\r\n devicePixelRatio,\r\n };\r\n }\r\n\r\n private _prepareForPicking(x: number, y: number, devicePixelRatio: number): IVector2Like {\r\n return { x: (devicePixelRatio * x) >> 0, y: (devicePixelRatio * y) >> 0 };\r\n }\r\n\r\n private _preparePickingBuffer(engine: AbstractEngine, rttSizeW: number, rttSizeH: number, x: number, y: number, w = 1, h = 1): void {\r\n this._meshRenderingCount = 0;\r\n\r\n const requiredBufferSize = engine.isWebGPU ? (4 * w * h + 255) & ~255 : 4 * w * h;\r\n if (!this._readbuffer || this._readbuffer.length < requiredBufferSize) {\r\n this._readbuffer = new Uint8Array(requiredBufferSize);\r\n }\r\n\r\n // Do we need to rebuild the RTT?\r\n const size = this._pickingTexture!.getSize();\r\n if (size.width !== rttSizeW || size.height !== rttSizeH) {\r\n this._createRenderTarget(this._cachedScene!, rttSizeW, rttSizeH);\r\n this._updateRenderList();\r\n }\r\n\r\n this._pickingTexture!.clearColor = new Color4(0, 0, 0, 0);\r\n\r\n this._pickingTexture!.onBeforeRender = (): void => {\r\n this._enableScissor(x, y, w, h);\r\n };\r\n\r\n this._pickingTextureAfterRenderObserver?.remove();\r\n this._pickingTextureAfterRenderObserver = this._pickingTexture!.onAfterRenderObservable.add(() => {\r\n this._disableScissor();\r\n });\r\n\r\n this._cachedScene!.customRenderTargets.push(this._pickingTexture!);\r\n this._renderPickingTexture = true;\r\n }\r\n\r\n // pick one pixel\r\n private async _executePickingAsync(x: number, y: number, disposeWhenDone: boolean): Promise<Nullable<IGPUPickingInfo>> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async (): Promise<void> => {\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined = undefined;\r\n\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n this._renderPickingTexture = false;\r\n }\r\n\r\n // Do the actual picking\r\n if (await this._readTexturePixelsAsync(x, y)) {\r\n const colorId = this._getColorIdFromReadBuffer(0);\r\n // Thin?\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n if (pickedMesh) {\r\n resolve({ mesh: pickedMesh, thinInstanceIndex: thinInstanceIndex });\r\n } else {\r\n resolve(null);\r\n }\r\n }\r\n };\r\n });\r\n }\r\n\r\n // pick multiple pixels\r\n private async _executeMultiPickingAsync(\r\n xy: IVector2Like[],\r\n minX: number,\r\n maxY: number,\r\n rttSizeH: number,\r\n w: number,\r\n h: number,\r\n disposeWhenDone: boolean\r\n ): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async (): Promise<void> => {\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n const pickedMeshes: Nullable<AbstractMesh>[] = [];\r\n const thinInstanceIndexes: number[] = [];\r\n\r\n if (await this._readTexturePixelsAsync(minX, rttSizeH - maxY - 1, w, h)) {\r\n for (let i = 0; i < xy.length; i++) {\r\n const { pickedMesh, thinInstanceIndex } = this._getMeshFromMultiplePoints(xy[i].x, xy[i].y, minX, maxY, w);\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(thinInstanceIndex ?? 0);\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n resolve({ meshes: pickedMeshes, thinInstanceIndexes: thinInstanceIndexes });\r\n }\r\n };\r\n });\r\n }\r\n\r\n // pick box area\r\n private async _executeBoxPickingAsync(x: number, y: number, w: number, h: number, disposeWhenDone: boolean): Promise<IGPUMultiPickingInfo> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async (): Promise<void> => {\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n const pickedMeshes: Nullable<AbstractMesh>[] = [];\r\n const thinInstanceIndexes: number[] = [];\r\n\r\n if (await this._readTexturePixelsAsync(x, y, w, h)) {\r\n for (let offsetY = 0; offsetY < h; ++offsetY) {\r\n for (let offsetX = 0; offsetX < w; ++offsetX) {\r\n const colorId = this._getColorIdFromReadBuffer((offsetY * w + offsetX) * 4);\r\n if (colorId > 0) {\r\n // Thin?\r\n if (this._thinIdMap[colorId]) {\r\n const pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n const thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(thinInstanceIndex);\r\n } else {\r\n const pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(0);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n resolve({ meshes: pickedMeshes, thinInstanceIndexes: thinInstanceIndexes });\r\n }\r\n };\r\n });\r\n }\r\n\r\n private _enableScissor(x: number, y: number, w = 1, h = 1): void {\r\n if ((this._engine as WebGPUEngine | Engine).enableScissor) {\r\n (this._engine as WebGPUEngine | Engine).enableScissor(x, y, w, h);\r\n }\r\n }\r\n private _disableScissor(): void {\r\n if ((this._engine as WebGPUEngine | Engine).disableScissor) {\r\n (this._engine as WebGPUEngine | Engine).disableScissor();\r\n }\r\n }\r\n\r\n /**\r\n * @returns true if rendering if the picking texture has finished, otherwise false\r\n */\r\n private _checkRenderStatus(): boolean {\r\n const wasSuccessful = this._meshRenderingCount > 0;\r\n if (wasSuccessful) {\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n this._renderPickingTexture = false;\r\n }\r\n return true;\r\n }\r\n\r\n this._meshRenderingCount = 0;\r\n return false; // Wait for shaders to be ready\r\n }\r\n\r\n private _getMeshFromMultiplePoints(x: number, y: number, minX: number, maxY: number, w: number): { pickedMesh: Nullable<AbstractMesh>; thinInstanceIndex: number | undefined } {\r\n let offsetX = (x - minX - 1) * 4;\r\n let offsetY = (maxY - y - 1) * w * 4;\r\n\r\n offsetX = Math.max(offsetX, 0);\r\n offsetY = Math.max(offsetY, 0);\r\n\r\n const colorId = this._getColorIdFromReadBuffer(offsetX + offsetY);\r\n\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined;\r\n\r\n if (colorId > 0) {\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n return { pickedMesh, thinInstanceIndex };\r\n }\r\n\r\n /**\r\n * Updates the render list with the current pickable meshes.\r\n */\r\n private _updateRenderList(): void {\r\n this._pickingTexture!.renderList = [];\r\n for (const mesh of this._pickableMeshes) {\r\n this._pickingTexture!.setMaterialForRendering(mesh, this._meshMaterialMap.get(mesh));\r\n this._pickingTexture!.renderList.push(mesh);\r\n }\r\n }\r\n\r\n private async _readTexturePixelsAsync(x: number, y: number, w = 1, h = 1): Promise<boolean> {\r\n if (!this._cachedScene || !this._pickingTexture?._texture) {\r\n return false;\r\n }\r\n const engine = this._cachedScene.getEngine();\r\n await engine._readTexturePixels(this._pickingTexture._texture, w, h, -1, 0, this._readbuffer, true, true, x, y);\r\n\r\n return true;\r\n }\r\n\r\n /** Release the resources */\r\n public dispose(): void {\r\n this.setPickingList(null);\r\n this._cachedScene = null;\r\n\r\n // Cleaning up\r\n this._pickingTexture?.dispose();\r\n this._pickingTexture = null;\r\n this._clearPickingMaterials();\r\n this._sceneBeforeRenderObserver?.remove();\r\n this._sceneBeforeRenderObserver = null;\r\n }\r\n}\r\n"]}
@@ -27,7 +27,9 @@ export declare enum PropertyTypeForEdition {
27
27
  /** property is a string */
28
28
  String = 10,
29
29
  /** property is a matrix */
30
- Matrix = 11
30
+ Matrix = 11,
31
+ /** property is a viewport */
32
+ Viewport = 12
31
33
  }
32
34
  /**
33
35
  * Interface that defines an option in a variable of type list
@@ -27,6 +27,8 @@ export var PropertyTypeForEdition;
27
27
  PropertyTypeForEdition[PropertyTypeForEdition["String"] = 10] = "String";
28
28
  /** property is a matrix */
29
29
  PropertyTypeForEdition[PropertyTypeForEdition["Matrix"] = 11] = "Matrix";
30
+ /** property is a viewport */
31
+ PropertyTypeForEdition[PropertyTypeForEdition["Viewport"] = 12] = "Viewport";
30
32
  })(PropertyTypeForEdition || (PropertyTypeForEdition = {}));
31
33
  /**
32
34
  * Decorator that flags a property in a node block as being editable